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    FAQ/Walkthrough by Pidgeotto

    Version: 0.4 | Updated: 09/11/05 | Printable Version | Search Guide | Bookmark Guide

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    ------------------------------------------------------------------------------
                TOMB RAIDER: THE LAST REVELATION The FAQ/Walkthrough for
            one of the best made games ever, Tomb Raider: The Last Revelation
              Contributed to GAMEFAQS and written by: Pavel N. (Pidgeotto)
                     Suggestions, Questions, Corrections, Comments?
                          Contact me at: paffkabg@hotmail.com
                           Version: 0.4 (Loads to complete)
                           Started: somewhere back in 2001
                              Last updated: 11/04/2004
    
                       COPYRIGHT PAVEL N. (Pidgeotto) 2001-2004.
                   NO PART OF THIS FAQ/WALKTHROUGH MAY BE REPRODUCED,
                      COPIED, SENT OR BE DONE ANYTHING ELSE TO
                 WITHOUT THE WRITTEN PERMISSION OF THE AUTHOR. PEOPLE
                WHO ILLEGALLY COPY OR DO ANYTHING OF THE ABOVE TO THIS
                  FAQ/WALKTHROUGH WILL BE DISCOVERED AND PROSECUTED
               SEVERELY BY THE AUTHOR, GAMEFAQS AND LEGAL AUTHORITIES.
    
    This FAQ can >only< be viewed from:
    www.gamefaqs.com
    www.cheatbook.de
    
    If you're viewing this from any other location
    consider this having been illegally stolen and
    quick action must be begunimmediately. I will
    not grant permission to any more sites, only
    the two listed above. Sites
    having stolen and published my work  will be
    unscrupulously forced to remove it, either
    manually or with the co-operation of their server. Beware.
    
    Sites I have authorized any of my other game
    FAQs to are NOT authorized to host this one
    file. Personal private reasons.
    
    'Nuff said here.
    
    
    CONTENTS                                                           CTRL + F
    ------------------------------------------------------------------------------
    
    -->Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . AAA
    -->FAQs (Frequently Asked Questions)* . . . . . . . . . . . . . . . . QQQ
    -->What's New . . . . . . . . . . . . . . . . . . . . . . . . . . . . NNN
    -->Controls*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC
           -Necessary Actions*. . . . . . . . . . . . . . . . . . . . . . CC1
           -Button Combination Actions* . . . . . . . . . . . . . . . . . CC2
           -Vehicle (Jeep) Controls . . . . . . . . . . . . . . . . . . . CC3
           -Vehicle (Motorcycle) Controls . . . . . . . . . . . . . . . . CC4
    -->Inventory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . VVV
           -Save Game . . . . . . . . . . . . . . . . . . . . . . . . . . VV1
           -Load Game . . . . . . . . . . . . . . . . . . . . . . . . . . VV2
           -Flares. . . . . . . . . . . . . . . . . . . . . . . . . . . . VV3
           -Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . VV4
           -Small Med Packs . . . . . . . . . . . . . . . . . . . . . . . VV5
           -Large Med Packs . . . . . . . . . . . . . . . . . . . . . . . VV6
           -Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . VV7
           -Normal Shotgun Ammo . . . . . . . . . . . . . . . . . . . . . VV8
           -Wideshot Shotgun Ammo . . . . . . . . . . . . . . . . . . . . VV9
           -Uzis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . V10
           -Uzi Clips . . . . . . . . . . . . . . . . . . . . . . . . . . V11
           -Revolver. . . . . . . . . . . . . . . . . . . . . . . . . . . V12
           -Revolver Ammo . . . . . . . . . . . . . . . . . . . . . . . . V13
           -Grenadegun  . . . . . . . . . . . . . . . . . . . . . . . . . V14
           -Normal Grenadegun Ammo  . . . . . . . . . . . . . . . . . . . V15
           -Flash Grenadegun Ammo . . . . . . . . . . . . . . . . . . . . V16
           -Super Grenadegun Ammo . . . . . . . . . . . . . . . . . . . . V17
           -Crossbow  . . . . . . . . . . . . . . . . . . . . . . . . . . V18
           -Normal Crossbow Ammo  . . . . . . . . . . . . . . . . . . . . V19
           -Poison Crossbow Ammo  . . . . . . . . . . . . . . . . . . . . V20
           -Explosive Crossbow Ammo . . . . . . . . . . . . . . . . . . . V21
           -LaserSight. . . . . . . . . . . . . . . . . . . . . . . . . . V22
           -Binoculars. . . . . . . . . . . . . . . . . . . . . . . . . . V23
           -Key Items (not full list) . . . . . . . . . . . . . . . . . . V24
           -Compass . . . . . . . . . . . . . . . . . . . . . . . . . . . V25
    -->Walkthrough* . . . . . . . . . . . . . . . . . . . . . . . . . . . WWU
           -Angkor Wat. . . . . . . . . . . . . . . . . . . . . . . . . . WW1
           -Race for the Iris*. . . . . . . . . . . . . . . . . . . . . . WW2
           -The Tomb of Set . . . . . . . . . . . . . . . . . . . . . . . WW3
           -Burial Chambers . . . . . . . . . . . . . . . . . . . . . . . WW4
           -Valley of the Kings . . . . . . . . . . . . . . . . . . . . . WW5
           -KV5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WW6
           -Temple of Karnak (1st time) . . . . . . . . . . . . . . . . . WW7
           -The Great Hypostyle Hall (1st time) . . . . . . . . . . . . . WW8
           -Sacred Lake (1st time). . . . . . . . . . . . . . . . . . . . WW9
           -Temple of Karnak (2nd time) . . . . . . . . . . . . . . . . . W10
           -The Great Hypostyle Hall (2nd time) . . . . . . . . . . . . . W11
           -Sacred Lake (2nd time). . . . . . . . . . . . . . . . . . . . W12
           -Tomb of Semerkhet . . . . . . . . . . . . . . . . . . . . . . W13
           -Guardian of Semerkhet*. . . . . . . . . . . . . . . . . . . . ---
           -Desert Railroad*. . . . . . . . . . . . . . . . . . . . . . . ---
           -Alexandria* . . . . . . . . . . . . . . . . . . . . . . . . . ---
           -Coastal Ruins (1st time)* . . . . . . . . . . . . . . . . . . ---
           -Catacombs*. . . . . . . . . . . . . . . . . . . . . . . . . . ---
           -Temple of Poseidon* . . . . . . . . . . . . . . . . . . . . . ---
           -The Lost Library* . . . . . . . . . . . . . . . . . . . . . . ---
           -Hall of Demetrius*. . . . . . . . . . . . . . . . . . . . . . ---
           -Coastal Ruins (2nd time)* . . . . . . . . . . . . . . . . . . ---
           -Pharos, Temple of Isis* . . . . . . . . . . . . . . . . . . . ---
           -Cleopatra's Palaces*. . . . . . . . . . . . . . . . . . . . . ---
           -City of the Dead* . . . . . . . . . . . . . . . . . . . . . . ---
           -Chambers of Tulun (1st time)* . . . . . . . . . . . . . . . . ---
           -Citadel Gate (1st time)*. . . . . . . . . . . . . . . . . . . ---
           -Chambers of Tulun (2nd time)* . . . . . . . . . . . . . . . . ---
           -Trenches (1st time)*. . . . . . . . . . . . . . . . . . . . . ---
           -Chambers of Tulun (3rd time)* . . . . . . . . . . . . . . . . ---
           -Trenches (2nd time)*. . . . . . . . . . . . . . . . . . . . . ---
           -Street Bazaar*. . . . . . . . . . . . . . . . . . . . . . . . ---
           -Trenches (3rd time)*. . . . . . . . . . . . . . . . . . . . . ---
           -Ciradel Gate (2nd time)*. . . . . . . . . . . . . . . . . . . ---
           -Citadel*. . . . . . . . . . . . . . . . . . . . . . . . . . . ---
           -The Sphinx Complex (2nd time)*. . . . . . . . . . . . . . . . ---
           -Underneath the Sphinx*. . . . . . . . . . . . . . . . . . . . ---
           -Menkaure's Pyramid* . . . . . . . . . . . . . . . . . . . . . ---
           -Inside Menkaure's Pyramid*. . . . . . . . . . . . . . . . . . ---
           -The Sphinx Complex (2nd time)*. . . . . . . . . . . . . . . . ---
           -The Mastabas* . . . . . . . . . . . . . . . . . . . . . . . . ---
           -The Great Pyramid*. . . . . . . . . . . . . . . . . . . . . . ---
           -Khufu's Queens Pyramids*. . . . . . . . . . . . . . . . . . . ---
           -Inside the Great Pyramid* . . . . . . . . . . . . . . . . . . ---
           -Temple of Horus*. . . . . . . . . . . . . . . . . . . . . . . ---
           -The Times Exclusive (Downloadable) Level. . . . . . . . . . . W46
    -->Artifacts and Key Items* . . . . . . . . . . . . . . . . . . . . . III
           -Golden Skull(s) . . . . . . . . . . . . . . . . . . . . . . . II1
           -Iris Artifact . . . . . . . . . . . . . . . . . . . . . . . . II2
           -Eye Piece(s). . . . . . . . . . . . . . . . . . . . . . . . . II3
           -Eye of Horus. . . . . . . . . . . . . . . . . . . . . . . . . II4
           -Timeless Sands. . . . . . . . . . . . . . . . . . . . . . . . II5
           -Hand of Orion . . . . . . . . . . . . . . . . . . . . . . . . II6
           -Amulet of Horus . . . . . . . . . . . . . . . . . . . . . . . II7
           -Golden Serpent. . . . . . . . . . . . . . . . . . . . . . . . II8
           -Hand of Sirius. . . . . . . . . . . . . . . . . . . . . . . . II9
           -Scarab Talisman . . . . . . . . . . . . . . . . . . . . . . . I10
           -Ignition Key. . . . . . . . . . . . . . . . . . . . . . . . . I11
           -Canopic Jar(s). . . . . . . . . . . . . . . . . . . . . . . . I12
           -Hypostyle Key*. . . . . . . . . . . . . . . . . . . . . . . . ---
           -Sun Goddess*. . . . . . . . . . . . . . . . . . . . . . . . . ---
           -Sun Disk* . . . . . . . . . . . . . . . . . . . . . . . . . . ---
           -Sun Talisman* . . . . . . . . . . . . . . . . . . . . . . . . ---
           -The Rest of the Artifacts and Key Items*. . . . . . . . . . . ---
    -->Dialogues & FMVs . . . . . . . . . . . . . . . . . . . . . . . . . DDD
           -Angkor Wat Tutorial Dialogues . . . . . . . . . . . . . . . . ---
           -Race for the Iris Conversations . . . . . . . . . . . . . . . ---
           -KV5 Enlightment with Jean-Yves  . . . . . . . . . . . . . . . DD3
           -Hypostyle Briefing. . . . . . . . . . . . . . . . . . . . . . DD4
    -->Miscellaneous. . . . . . . . . . . . . . . . . . . . . . . . . . . LLL
           -The Times Level . . . . . . . . . . . . . . . . . . . . . . . LL1
           -Senet Game Manual . . . . . . . . . . . . . . . . . . . . . . LL2
    -->History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HHH
    -->Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TTT
    -->Copyrights . . . . . . . . . . . . . . . . . . . . . . . . . . . . ZYZ
    
    *Data is not fully complete or is not available, yet.
    
    _____________________________________________________
    Viewers are kindly requested to correct me or send
    information I have not included. After all, this is a
    FAQ/Walkthrough under massive construction. Thank you.
    =====================================================
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                  INTRODUCTION                     ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               AAA
    This is a FAQ/Walkthrough concerning one of my favourite games ever made,
    The Last Revelation in the cherished Tomb Raider series. I have invested a
    large portion of my life in its making and this is one of the reasons it
    should not be copied or distributed electronically without my consent. My
    consent is not available here.
    
    OK, sorry about the harsh start but lately I've been infuriated by loads of
    such illegal copying of my work. I treasure my work and websites which do
    not respect it and myself should not host it. Legally, only www.gamefaqs.com
    is currently hosting this and other sites which wish to do so, may contact me
    for consent.
    
    The REAL introduction, now. =)
    
    The daughter of Lord Henshingly Croft, Lara was brought up in the secure
    world of aristocracy. Wanting for nothing, she was surrounded by servants,
    social events and hight society.
    
    Lara attended Wimbledon High School for Girls from the age of eleven. Now
    that she was sixteen, her parents decided that Lara should broaden her
    education by studying for her A levels at one of England's most prominent
    boarding schools. An adventurous soul, Lara found the idea of being sent
    away from home an exciting prospect.
    
    By chance one day Lara came across a copy of National Geographic on the
    hall table. The front cover featured a familiar name - Professor Werner Von
    Croy. A respected archaeologist, Von Croy had once lectured at Lara's school
    to pupils and parents alike. The experience had a profound effect on Lara,
    triggering a desire for travel to remote locations in search of adventure.
    In some ways Von Croy had become an inspirational figure for Lara.
    
    As Lara read further, she learned that Von Croy was currently preparing for
    an archaeological tour across Asia, culminating in a potential new discovery
    to be made in Cambodia. Unable to contain herself, Lara burst into the room,
    thrust the article in front of her parents and without hesitation demanded
    she accompany Von Croy on his expedition. Lord Croft could hardly disagree
    that travel was an education in itself.
    
    As Lara argued the case further, he found himself walking over to the desk
    and penning a letter to Von Croy, introducing himself as an influential
    society figure and offering financial assistance in exchange for his
    daughter's place on the expedition.
    
    Von Croy's reply assured the Henishingly Crofts that the terrirtories were
    friendly and that he had ample experience to look after both his and Lara's
    well being. Lara's company as an assistant would be welcome, as was the offer
    of such a generous check. He remembered Lara from his lecture - her incessant
    yet insightful questions had made quite an impression upon him.
    
    And so it was agreed by all that Lara would accompany Von Croy for the
    duration of the tour...
    
                                          -Tomb Raider: The Last Revelation Manual
    
    Yes, quite an 'aristocratic' beginning. The game itself takes shape in the
    aftermath of what was to become. The two primary levels deal with the
    sixteen-year-old Lara exploring with and learning from Professor Werner Von
    Croy, himself. It proceeds and delves further into Lara's life of exploration
    where she is now fully mature as we know her. She strikes gold in Egypt by
    discovering the God of Evil's, Set's, Tomb and actually releasing the terrible
    ancient Ruler. Seems like it was not all hocus-pocus as was thought in the
    first place...  <_<
    In the act of doing so, Von Croy, now aged himself, reappears in the storyline
    and becomes possessed by Set. Set, now making a terrible comeback forces chaos
    onto the world once more. Von Croy and his cronies at his heels as well as
    murderous monsters previously dead appear in a quest for destroying all good
    along with Lara who is now desperately scouring the ancient tombs in search
    of the Amulet of Horus, an artifact used as the seal upon Set's broken tomb.
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                       FAQS                        ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               QQQ
    Here, I have compiled a selection of commonly asked questions (FAQs) which
    relate to the game and answering them helps users in need. Mail me your
    questions and if they do not already appear to be answered somewhere here,
    I'll put them up to gether with their reply.
    
    >How can I quickly sift and search through the text?<
    ~In order to shorten the time needed by you when searching for a precise
     subject, I have included the Ctrl + F feature available in your browser.
     Simply, press the two buttons ('Ctrl' and 'F') together to initiate the
     search. Type in the string of letters I have included beside each topic
     or chapter (see Contents) and hit 'Enter.' The finder stops at the
     topic or chapter's position in the Contents, and if you continue the
     search, it will land precisely where the corresponding data is located.~
    
    >Your Walkthrough looks coarse. Did you copy it from someone else?<
    ~Firstly, I despise plagiarism along with those that work by it. The text
     and data that appears on this FAQ/Walkthrough have wholly been written by
     me unless clearly indicated. My Walkthrough may looks coarse to you because
     originally it was not meant to be hosted on a company's website. It was
     written for a separate site (my very own Tomb Raider site) which is still
     in the making and what appears here is some of the content of what I have
     written
     for it.
    
     Data that is not my work will possibly appear after I receive your comments,
     questions and suggestions. I will not claim them as my own and I will
     include the rightful persons behind them. I think this is cleared up, lets
     proceed.
    
     Over time, this guide will lose its 'coarseness' and become more acceptable
     for a page with ASCII text. =D ~
    
    >How complete is your FAQ/Walkthrough?<
    ~At the moment, I have to say only about 30%.
     It is still not complete but will be soon, hopefully. Here is a list of
     things which may appear over time, as I have planned:
    
    - Pre-level information ranging from the level's object to details about
      enemies, weapons and items encountered along the way.
    - Word-to-word scripts of conversations among characters in FMVs along
      with other descriptions of what is seen.
    - An enemy guide
    - A weapons guide
    - An items guide
    - Cheats, codes and bugs
    - Links~
    
    >My game crashes when I fire weapons and enter water. Why's that?<
    ~That's due to a lack of a common graphics/video card when the computer
     is forced to play on the resources it can muster. This is what happened
     to my old computer and to some other users without video cards that I've
     talked to.
    
     Very annoying. Do not take the CD back for a refund, as I originally did
     with my first Tomb Raider: The Last Revelation disk, because the fault is
     totally not in the game.
    
     A main fix, is to purchase and install a valid video card that meets all the
     requirements. However, if there's a gaping hole in your pocket, open the
     Setup menu and adjust your game to 'Software Mode.' This'll make the game
     look crappy, dotty and lacking 3D but if that's the only possible solution for
     you, play like that. It'll take care of surfacing from water, targetless shots
     sparking into solid walls and some FMV sequences. I first completed the game
     in Software Mode, and so can you.~
    
    >Why is there no Lara's Mansion training level?<
    ~Well, seeing as the game itself is so vast and bulky, it's only probable
     that there was no need for an extra side-level, brought from the TR, TR2 and
     TR3 past.
    
     Even Lara, herself, goes through age changes throughout the game, affecting
     the storyline and therefore causing unease if Lara's Home was given. Anyway,
     the first two levels, where Lara accompanies Werner Von Croy, should be
     comprehensive enough to act as 'training levels.'~
    
    >How do I kill those living skeleton/mummy enemies?<
    ~Perhaps the outright winner for this is the Crossbow, when equipped with
     Explosive arrows. Second best, but a slight fraction more infrequent, are the
     infamous Explosive grenades. This should tell you something: if normal
     bullets do not work, an explosion will finish off.
    
     However, emptying rounds of regular, directly-offensive ammunition will
     prove some sligh effect on the living bones. Their limbs and heads can be
     detached with a few lucky shots. More powerful blasts, such as those from
     the Shotgun can make them stumble.
    
     So, whenever you encounter a pile of bones resembling a dead skeleton, try
     to strike it before it awakens. This is usually done with a weapon equipped
     with the always-accurate LaserSight tool. If you cheat, (or rather trick the
     game) with the usage of a weapon not meant to be equipped with the LaserSight,
     you can save mounds of precious ammunition.~
    
    >My Last Revelation does not work on my Windows 2000/Millenium operating
     system. What's up?<
    ~One thing most Tomb Raider help sites neglect to do is instruct Win2000
     users along with the usual XP-ers about this problem.
    
     Since Tomb Raider: The Last Revelation was released before Win2000's
     release it is incapable of playing on the system. And that is why it crashes
     every time you try to run it. Tweaking the Setup as is the case with similar,
     graphics-related problems will not work. The game was not designed for such a
     system.
    
     Instead, a patch was developed, specifically for TR: LR latching onto Win2000
     which is free for everyone owning a copy and is available from a number of
     online websites. Here, I'll list a number of links though they could fail
     as time passes. As with all links here, if one does not work for you, email
     me the problem and I'll refresh.
    
     -
     http://www.tombraiderchronicles.com/windows2000.html
     -
     [will probably come later]
     -
    
     To install the patch, extract the .exe file from the zipped download into the
     same directory where you installed from your CD. This means replacing the
     inital file.~
    
    >My Last Revelation does not work on my Windows XP operating system. What's
     up?<
    ~Though sites neglect Win2000, they provide nice detail and insight into how
     to fix the inability for The Last Revelation to work on XP. Stella at
     www.tombraiders.net has done a good job of it and I'll direct you to it:
    
     -
     http://www.tombraiders.net/stella/downloads.html#winxp2000
     -
    
     Download the patch from the list at:
    
     -
     http://www.tombraiderchronicles.com/windowsxp.html
     -
    
     Yes, I don't own an XP so I'm leaving the fun to you XPers.~
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                    WHAT'S NEW                     ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               NNN
    There was a gap between the breathtaking Tomb Raider 3 and The Last Revelation.
    During that gap, the designers accepted the critisims that the whole simple
    raiding as present in the first three was getting, dusty. For this very
    reason, The Last Revelation displays some news in the series. While some may
    be extravagantly conspicous, others can be an unnecessary extra worry. See for
    yourself. The following changes are the ones from the latest in the series, The
    Lost Artifact (or Tomb Raider 3 Gold.) They might prove as SPOILERS to you, so
    be cautioned and select what you want to read, at your own peril.
    
    ===============================================================================
    -Lara's Mansion has been removed, along with Jeeves the butler.
    
    -To substitute the above, the first two game levels have been modified to guide
     you through the basics.
    
    -Nathan McCree and his amazing musical work have been ousted.
    
    -The Main Screen has been altered to accomodate the same options but in a
     different style, along with a moving background.
    
    -Passport has been booted and replaced by an ordinary starting selection.
    
    -The Harpoon Gun, Desert Eagle, Rocket Launcher and MP5 have been removed.
    
    -To substitute the above, a Revolver and a Crossbow are available.
    
    -Ammunition for some weapons may be in differently acting species.
    
    -There is now a tool called the LaserSight which can be adjusted to some
     weapons and assist precise shots.
    
    -Lara can now grab hold onto ropes and stiff, straight poles, and move along
     them, with other minor actions.
    
    -Lara can change her targetting modes: automatic targetting as opposed to
     no targetting.
    
    -The Inventory screen ring has been modified; something not as sightly as in
     TR3, if you ask me.
    
    -You can now combine pieces of artifacts and key items to create one single
     item in their place.
    
    -Binoculars have been introduced to aid visual exploring.
    
    -Once Lara is emersed in water, her clothes will soak. This results in water
     drops pelting down once she emerges onto dry land. They gradually halt after
     some time, indicating dryness.
    
    -Some enemies now require more intricate methods of killing and precise
     shots; some cannot be killed with some weapons.
    
    -Puzzles are solved in a variety of brain-whizzing ways.
    
    -Some levels are now intertwined into a dumbfounding maze of spaghetti. That
     means, levels will be re-encountered as you progress.
    
    -Along with the switches and levers, there are niches which can be used to
     trigger actions. These'll be holes inside stone which Lara can reach
     her arm into.
    
    -A wooden torch is now available, and can be lit to illuminate or to solve
     puzzles.
    
    -Lara can now push or pull items or block of stone continuously, without
     needing to rest or pause in between each moved square.
    
    -You can pause the game, instead of entering the Inventory, and there, you
     can view your level's accomplished statistics.
    
    -Green Health Crystals are gone for good.
    
    -When poisoned, Lara will suffer some interesting visual effects, which become
     terse as her ailment progresses.
    
    -Generally, items such as ammunition, flares and health packs have been
     redrawn, and do not look as appeasing as they did before.
    
    -Whenever Lara perishes, you're returned to the Load Game option in the Main
     Title Screen. It is only from there that you can reload.
    
    -Some interesting modifications are available in the external Setup screen.
    
    -The Compass inside the Inventory is back and as accurately pointing North as
     ever!
    
    -Types of ammunition from older weapons have been renamed, somewhat
     incorrectly (eg. Crossbow Poison Ammo, Shotgun Normal Ammo) I am listing
     and using the more correctly spoken ones.
    
    -Whenever Lara takes a closer peek at something, with the help of the 'Look'
     button, she becomes transparent to not obstruct your vision.
    
    -Saved Games gain a recorded timing, to help you in deciding which stance
     you are thinking about reloading.
    
    -You are given the idea of how many Secrets per level there are, no more.
     Instead, in your Statistics screen, you are allowed to see the total amount
     of Secrets within the game, not detailing each level's. Very, very annoying
     if you're searching for them all and are lacking a helpful walkthrough.
    
    -Ammunition is no longer counted on-screen as the corresponding weapon's
     loaded.
    
    -Items picked-up will flash across the bottom-right corner of the screen to
     clearly indicate the variety up-close without the necessity of looking in
     the Inventory.
    ===============================================================================
    
    These are the ones, out of memory, that I can list. Perhaps I have missed
    something. In this case, I will try to update as soon as possible.
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                    CONTROLS                       ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               CCC
    To move and carry out her own diverse abilities and put them to the test in
    solving puzzles, navigating tombs and the like- Lara requires our controlling
    of her.
    
    This section deals with listing them. Some may not be apparent, even in the
    accompanying booklet, and these I will all list here. These are ones for the
    PC system- I'm saddened to say to the unfortunate PS players.
    
    REMEMBER: these are only the Default (keys that were initially sorted by the
    game makers) set of keys. You can always alter or change them according to
    your liking from the Main Screen.
    
                                                                               CC1
      =====================================================================
      ACTION                                     = Ctrl
      JUMP                                       = Alt
      DRAW/WITHDRAW WEAPONS                      = Space Bar
      TURN LEFT                                  = Left Cursor <-
      TURN RIGHT                                 = Right Cursor ->
      FORWARD                                    = Up Cursor
      SKIP BACKWARDS                             = Down Cursor
      SPRINT (+FORWARD)/SWING (ROPE)             = Forward Slash /
      DUCK                                       = Full Stop .
      LIGHT/THROW FLARE SHORTCUT                 = Comma ,
      OPEN/CLOSE INVENTORY                       = Esc or Escape
      PAUSE GAME (STATISTICS SCREEN)             = P
      WALK SLOWLY                                = Shift + Directions
      SIDESTEP LEFT                              = Delete
      SIDESTEP RIGHT                             = Pg Dn/Page Down
      ROLL                                       = End
      LOOK/AIM LASERSIGHT-EQUIPPED WEAPON        = Ins + Directions
      PISTOLS SHORTCUT                           = 1
      SHOTGUN SHORTCUT                           = 2
      UZIS SHORTCUT                              = 3
      REVOLVER SHORTCUT                          = 4	
      GRENADEGUN SHORTCUT                        = 5
      CROSSBOW SHORTCUT                          = 6
      SMALL MEDI PACK SHORTCUT                   = 0
      LARGE MEDI PACK SHORTCUT                   = 9
      SAVE GAME SHORTCUT                         = F5
      LOAD GAME SHORTCUT                         = F6
      SELECT IN MENU                             = Alt or Enter
      =====================================================================
    
    Here are some moves you need to learn to be able to understand some that are
    mentioned within the walkthrough. Of course, they are moves where two buttons
    must be pressed in conjunction. Where I say 'Long', you must press that button
    long enough for the move to work.
                                                                               CC2
      =====================================================================
      RUNNING JUMP                               = Long Up Cursor + Alt
      STANDING/SHORT JUMP                        = Up Cursor + Alt
      ROLL IN MIDDAIR                            = Up Cursor + End
      ROLL WHILE RUNNING/SPRINTING               = Up Cursor + Down Cursor (or End)
      CRAWL                                      = Duck + Directions
      JUMP AND GRAB HOLD                         = Alt + Up Cursor + Ctrl
      WINDOW/NON-WINDOW MODE*                    = Alt + Enter
      INCREASE RESOLUTION*                       = Alt + Plus +
      DECREASE RESOLUTION*                       = Alt + Minus -
      =====================================================================
    * Dependant on graphic card support.
    
    During her trek, Lara will encounter a couple of vehicles which will then
    allow her to continue delving further into each level. The game cannot be
    completed without following the necessary steps using the machines. A well-
    awaited improvement from Tomb Raider 3 is the ability to handle each vehicle
    over a greater length spanning more than one level. While mounted on any one
    of the two, Lara cannot use any of her other standard moves but only the ones
    depicted below.
    
    --{Jeep}--                                                                 CC3
      =====================================================================
      MOUNT VEHICLE (FROM DOOR)                  = Ctrl
      TURN LEFT                                  = Left Cursor <-
      TURN RIGHT                                 = Right Cursor ->
      ACCELERATE                                 = Ctrl
      BRAKE                                      = Alt
      GEAR UP                                    = Shift
      GEAR DOWN                                  = Question Mark ?
      GET OFF STATIONARY VEHICLE                 = End + Directions
      =====================================================================
    
    --{Motorcycle with Sidecar}--
      =====================================================================
      MOUNT VEHICLE (FROM SIDE)                  = Ctrl
      TURN LEFT                                  = Left Cursor <-
      TURN RIGHT                                 = Right Cursor ->
      PULL BACK                                  = Down Cursor
      ACCELERATE                                 = Ctrl
      BRAKE                                      = Alt
      GET OFF STATIONARY VEHICLE                 = End + Directions
      ACTIVATE NITROUS BOOST                     = Question Mark ?
      =====================================================================
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                    INVENTORY                      ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               VVV
    This is the special section that carefully deals with your in-game inventory,
    which is also called the Inventory ring screen. It is accessed by tapping the
    'Escape' button once. To scroll sideways through it, use your cursor buttons,
    and finally, to select a feature, press 'Enter' or the 'Action' button.
    
    Exitting is as simple: just press 'Escape' again, and you'll be returned to
    gameplay. Remember that entering the Inventory automatically pauses your game.
    
    Save Game                                                                  VV1
    ---------
    The game is thirty-something puzzle/danger-rich levels long which instantly
    speaks for itself. You won't be able to finish the game in twenty four hours,
    even if you've played it through before. So, what do you do to not lose your
    game? Save, of course!
    
    You can save your game at any point, once you've started upon the adventure.
    But, the Save Game option is found in your Inventory ring and to access it,
    you'll have to press 'Escape' as is the case for viewing all the below
    highlights.
    
    To save the game at the point where you have to leave (or are taking extra
    precautions against tricky mishaps) select and open the Save Game option,
    resembling a floppy disk.
    
    Choose any of the states and then, save it. There, you're done! To Load
    your save, read the chapter below.
    
    Note that to quickly save your game anywhere, without having to first
    open the Inventory ring screen and the scroll to the correct place, you
    can momentarily tap the 'F5' key above your keyboard to bring up the Save
    Screen menu and make your quick save.
    
    Load Game                                                                  VV2
    ---------
    Aha! Since you cannot sit the entire length of the game through (unless
    you're a dangerously lifeless maniac) you'll have to load your ealier saves
    states and continue from whence you stopped.
    
    In-game, open your Inventory ring screen and scroll sideways till you reach
    the Load Game option, resembled by another grey diskette. Select and open
    it to find the previously saved states listed in a table. Select the one
    you want to recontinue playing.
    
    This'll often happen when Lara dies, and you're brought back to the Main
    Title screen.
    
    The shortcut key for the quick Load Game access, is 'F6' at the top of your
    keyboard. In this way, you do not need to go through the whole Inventory
    ring screen ordeal.
    
    Flares                                                                     VV3
    ------
    The handy and always reliable little illuminants are accompanying Lara into
    this adventure as well! They're all over the place, in nooks and crannies, and
    once again serve the humble service of lighting up dark areas where Lara
    cannot peek. Thankfully, these are plentiful.
    
    Each pick-up consists of eight(8) singular flares, contained in a striking
    green box. To activate one, strike the ',' (comma) key and Lara'll do so.
    
    Remember, these are only used for lighting purposes and shouldn't be tried
    when combatting  foes. They are no means of defense or offense.
    
    Sometimes, you'll need to light up not your surroundings, but the inside of
    a nearby pit or ledge. Without risking Lara's precious life, tap the ',' key
    once again, while holding a burning flare, to fling it some distance in the
    direction of Lara's sight.
    
    Lara can do many, many actions while clutching onto flares, once of them being
    diving and swimming. But, and this is a big but, Lara lacks a third hand and
    thus will drop a held flare when our heroine arms any of the weapons. While
    we are on the subject of weapons, gunshots can be used to briefly illuminate
    Lara's surroundings, conserving flares in the meantime. Use pistols only for
    that, as you'll regret aimlessly firing limited-ammunition guns.
    
    Pistols                                                                    VV4
    -------
    The classic double-pistols are back for more Tomb Raiding action and are as
    shiny and useful as ever. As you'll recall, they're virtually unlimited in
    their actions as the bullet ammunition has no end.
    
    You can practically use them on all enemies, causing some damage but remember
    that they are no match for the more sophisticated weapons which kill at a
    faster rate. Having this in mind, you shouldn't confront any of the larger
    foes with the pistols. Why? Giving the opponent more time means more time
    allocated for damaging Lara in return, and closing in. OK.
    
    Obviously, you cannot use these terrestrial guns underwater but you can
    fire from the dry shore to kill swimming enemies that cannot land and are
    only actively dangerous in water. Sometimes, when solving puzzles needing
    the pull of a trigger, you should use these to conserve the hits of the rest.
    
    As indicated in the Flares section, these can also be used to briefly light
    up your surroundings, without the need to waste a whole flare. To quickly
    draw them out from their pockets, tap the 'Space' bar or, if Lara's armed
    another weapon, press '1' to revert.
    
    Small Med Packs                                                            VV5
    ---------------
    These dirty brown rolls with a healthy + sign knitted into them are your
    lifesavers. You'll constantly be requiring and using them. What is more,
    they're all over the place and provide a bulk of your total pick-ups.
    However, have your limits and try to conserve as much of them as possible
    as you'll regret it once you're standing lone in a musty tomb with a limb
    backpack and a flashing health bar.
    
    These valuables will replenish approximately one half of a full health bar.
    They're very useful when all you need is a bit more health to finish the level,
    thus conserving Large Med Packs in the process.
    
    Another interesting point you ought to know, is to use these (and not their
    larger cousins) when stricken with poison by one of the game's many
    producers. Venom inflicted will turn Lara's health bar a sickly yellow that
    gradually laps at her sanity and life. If you don't treat such an ailment,
    Lara's vision'll spin and blur. Immediately use a Small Med Pack from the
    Inventory ring or by striking the '0' shortcut button.
    
    Large Med Packs                                                            VV6
    ---------------
    These cuboid-shaped brown leather packs are all over the place, but are
    considerably rarer and more infrequent than their semi-relatives, the Small
    Med Packs are.
    
    These, when opened by either selecing them from the Inventory ring or using
    the shortcut button '9' on the keyboard, will fully replenish Lara's health
    bar, or, if you prefer it, life meter or gauge. It's a good idea to collect
    these and store them, without common usage, in your inventory, for there to
    be some when you need them most in the final levels.
    
    Use only when the red pigment inside the health bar is dangerously low or
    when Lara's health needs to be at a maximum.
    
    Shotgun                                                                    VV7
    -------
    Deja vu? Yet, another characteristic of the Tomb Raiding saga. This once
    again appears as the quickly-acquired, heavy duty weapon that works alongside
    the pistols when they just cannot finish their work in time. You'll meet up
    with it in the first serious level and encounter it further into your travels.
    
    You MUST acquire it as early as possible for it'll mightily help the pistols,
    as I said above and therefore save some health.
    
    For a change, this useful weapon acquires more shots per cartridge pick-up.
    Previously, you were limited to two shells every scarce pick up. Now,
    availability of ammunition is tremednously common and the shotgun receives a
    wealthy six(6) shells each pick-up. Enjoy! Something you should note from
    early on, is the availability of two types of Shotgun shells. More on them
    in their respective chapters.
    
    This fine gun'll be at your side at all times. It does its duty heavily on
    enemies, close-by but sadly, loses power with an increase of range and
    distance. Another con is that it's reload is considerably slower than quicker
    weapons such as the swift Uzis and Pistols. This shouldn't discourage you, at
    all.
    
    The shortcut key to load the Shotgun (providing, Lara is currently accessing
    another) is '2' on the keyboard.
    
    Normal Shotgun Ammo                                                        VV8
    -------------------
    These are infamous regular Shotgun shells. Their occurence is, for a change,
    immensely frequent and each pick-up of the white-and-red cartridge boxes
    award you with six(6) heavy shots at enemies. Splendaciously vile.
    
    Obviously, this kind of ammunition feeds the Shotgun and the shells will only
    be used once the gun is in your possession. (No, you cannot throw or burn
    them, silly.) In my humble opinion, this'll be the kind of limited ammunition
    that'll be used most throughout the game.
    
    As I said, the pick-ups are very common but you should nevertheless conserve
    your ammunition.
    
    Wideshot Shotgun Ammo                                                      VV9
    ---------------------
    Meh... What can I say here? For a start, lets just say they also feed the
    barrel of the Shotgun along with the Normal shells (but note, not interminged
    together) as a second type of ammunition. These, resembled as white-and-blue
    cartridge boxes, are somewhat rarer than their brothers and have no obvious
    advantages over them that really matter.
    
    Actually, it took me some time to realize the differences, apart from the
    rarity issue. Now, these here will not cause as much destruction as the
    rhino-hunter's Normal shells in close quarters but will instead be more
    effective (than it's brothers) when shooting long-range. I'm pretty
    indifferent about this one and tend to avoid using in tricky situations.
    
    To top it all, I'd convert to totally using the Normal shells due to their
    availability and power.
    
    Uzis                                                                       V10
    ----
    W00t! There's hardly a person not enthralled by the rapidity of the pair's
    firing. Yep, the Uzis are quick to kill and cause so much destruction, the
    opponents have no time to respond.
    
    Amazing! You can also collect them early on, along with the Shotgun, to
    build up your arsenal. And you won't regret it. They will come in handy
    sometime when the rest are just too slow.
    
    They are fed by Uzi Clips (described below) and their frequency makes them
    a well-used guns. However, and this is the only main disadvantage, the
    emptying of the clips, by the rapid fire, will quickly steal at the remaining
    ammunition. This should teach you to not overuse as abuse of ammuniton'll be
    felt afterwards.
    
    To quickly return to the loading of the Uzis, tap the '3' shortcut key unless
    Lara's already holding onto them, in which case you ought to bring them up
    with the 'Space' bar.
    
    Uzi Clips                                                                  V11
    ---------
    Slightly commoner than those that appeared in the previous Tomb Raiders,
    these still resemble the distinctive grey clips. They are NOT too overly
    frequent, so conserve them.
    
    They are quickly wasted, the ammunition, that is. For this reason, you're
    awarded thirty(30) shots per pick-up. When you DO have to use this sort of
    rapidly firing ammunition, empty as much as you have to, to kill, for the
    quickness is what gives the clips and the guns their advantage over the
    rest.
    
    Revolver                                                                   V12
    --------
    This is a truly marvellous and plain-looking weapon. Yet it is as deadly as
    the hound of the Baskervilles during dinner-time. Supposedly, this replaced
    the single-shot Desert Eagle from Tomb Raider 3- one which I enjoyed as much
    as firing this one.
    
    You won't stumble upon it until the midpoint of the game, where the action and
    storyline boil down into a frightening mess. There, it is much required
    for handling the tough enemies which pose danger to Lara.
    
    This is the second weapon in The Last Revelation that can legally be equipped
    with the eagle-eyed LaserSight, forming a stupendously accurate shot that
    does not weaken with distance.
    
    Ammunition for it, as you read below, is rare, though getting commoner further
    on. The first availability for this weapon occurs in the Cairo's City of the
    Dead level. Look out for it, as it is extremely valuable.
    
    Revolver Ammo                                                              V13
    -------------
    Lara doesn't meet up with these new, uniform ammunition boxes until the Tomb of
    Semerkhet level, by which time she should have plenty of other sorts of
    ammunition. It gets commoner and commoner as you near the ending tough levels.
    
    The power of each bullet is comparable to that of the Desert Eagle from Tomb
    Raider 3. It does not lose power over distance and brings truckloads of
    damage to the striken enemy.
    
    As with all kinds of ammunition, you should take pains to conserve the
    ammunition, and only use it when absolutely necessary. Three shots per
    pick-up sums it all up.
    
    Grenadegun                                                                 V14
    ----------
    Another escapee from Tomb Raider 3, but with more versatile functions
    than its previous form. This short, clusmy-looking, yet heavy, hand gun is
    fed grenades- but these are now consisting a myriad of unique funtions.
    
    Like all powerful weapons, you won't encounter this until the hardcore
    levels, where its usage will again be limited. Grenades are very infrequent.
    
    It's a good idea to activate the weapon in close-quarter combat where
    massive enemies become too dangerous to handle otherwise. The grenade will
    detonate instantly whenever it hits a target close-by, but, if fired a long
    range aimlessly, it will just bounce and flop onto the ground, exploding only
    after a brief pause.
    
    Useless when firing upwards, and you'll find yourself using the Crossbow
    instead. Interestingly, when the shelss are fired and they land in a pool of
    water- they will float before exploding and sending a jet of water upwards.
    Commendable, game designers.
    
    Normal Grenadegun Ammo                                                    V15
    ----------------------
    This is the most frequently encountered species of grenade. Depicted by
    red-rimmed shells which are three per pick-up and a slight improvement
    from Tomb Raider 3.
    
    The grenade is fired from the weapon and explodes, though not as
    groundshakingly as one of its fellow brothers.
    
    Flash Grenadegun Ammo                                                      V16
    ---------------------
    Utterly, utterly useless- that is, in my humble opinion. Here's ammunition
    which will surprise both you, and the enemy, for it was never made to damage-
    only to produce a blinding flash. Fireworks, I tell you! Three per pick-up.
    
    Super Grenadegun Ammo                                                      V17
    ---------------------
    The grenades you will treasure most. Just spying shells rimmed with
    leaf-green develops eagerness to collect and use them, for they are
    undisputably the most powerful ammunition Lara can store in her backpack
    during the duration of The Last Revelation.
    
    Use this sparingly on tough, and difficult enemies. Substitute for the
    Crossbow's Explosive arrows whenever the Grenadegun reaches its firing limits.
    Once again, three explosions per pick-up.
    Crossbow                                                                   V18
    --------
    At first, when I bought the game, this intricate new feature did not please me
    in the bit. I viewed it as another annoying detail the designers made an error
    in including.
    
    I was wrong, for this is one of the funnest tools I have come across in my
    Tomb Raiding career. As its name implies, it's a tool of archery, requiring
    arrows. These are not very common as you will later find out but their
    usage, since they're three completely different kinds bearing different
    functions, give you an exciting experience.
    
    As is the case with the Revolver, the Crossbow can also be attached to the
    helpful LaserSight. Actually, you wouldn't find much enjoyment in using the
    Crossbow without it. Equip it with the LaserSight as soon as possible and
    stick to using that combo.
    
    The Crossbow is useful in itself when it comes to targetting and completely
    obliterating foes at a great distance from Lara. Sometimes, when she spots
    a mess of human bones forming a skeleton, she can target at that and send
    an explosive kiss that will just as simple remove an extra obstruction later
    on.
    
    Normal Crossbow Ammo                                                       V19
    --------------------
    This is the first, and by far, the most frequent selection of arrows you'll
    encounter, for the usage of the Crossbow. Ten of them are found in each
    vertically-standing quiver.
    
    The feathered ends of the pick-up are coloured a normal brown, to give
    distinction from the other types. The damage itself, caused by these is
    moderately strong, but not too overpowering or having any special effects.
    
    Poison Crossbow Ammo                                                       V20
    --------------------
    Sadly, there isn't much you can do with these. The reason: rarity. Yep, they
    could've been so useful and entertaining if they weren't so sparsely
    populating the levels.
    
    However, don't let this discourage you. They are an awesome type of ammunition,
    feeding the Crossbow with infamously advertized arrows (Indiana Jones and the
    frog-poison tipped darts. *shudder*)
    
    Their usage is the same with all other arrows. However, when an opponent is
    stricken, he will get poisoned, and then, gradually wither and die. Therefore,
    it is a good idea to strike one, without him/it having realized Lara's
    position. That means, LaserSight for you.
    
    The ten arrows-per-pick-up are bearing green coloured featherlets to help
    distinguishing.
    
    Explosive Crossbow Ammo                                                    V21
    -----------------------
    As you'll soon find out, these are EXTREMELY useful to you during the
    game when encountering otherwise immortal enemies. These kinds of arrows
    are relatively commoner than their Poison counterparts and more usable.
    
    What makes them so powerfully useful, is the great explosion they cause,
    wreaking havoc on anything they strike, equally comparable to the Grenadegun
    Explosive Ammo.
    
    The living skeletons you'll encounter which cannot be harmed with standard
    bullet firing are utterly obliterated when this hits them. The LaserSight
    capability for long-range targetting further contributes in destroying
    the dastardly skulls-n-bones before they even awaken.
    
    The ten arrows given to you per every pick-up of the distinctive quivers
    should be cherished and not blindly wasted on smaller enemies. Very, very
    useful.
    
    LaserSight                                                                 V22
    ----------
    Another highly enjoyable factor distinguishing The Last Revelation from
    other games, is the addition of the LaserSight.
    
    It really does not resemble much. You'll discover the shining chrome-plated
    items later in the game where it can be combined with either the Revolver or
    Crossbow. When it is attached to any of those, it transforms from a useless
    Inventory item into a weapon of mass destruction. Even Bush would have been
    envious.
    
    This tool gives the listed weapons' accuracy a remarkable boost. To equip
    it when already attached to the weapon, draw out the weapon and hold down
    the 'Look' button. You can zoom in and out using the '.' and '/' keys to
    get precise shots at anything not expecting to be instantly hit. This is
    the item that boosts the Crossbow's enjoyability.
    
    A trick, or bug (do not read if you do not want to spoil your natural game)
    which can be used to prevent the depletion of ammunition from weapons
    using the LaserSight is this: you can load another unofficial weapon from
    the LaserSight aiming screen, after having loaded either the Crossbow or
    Revolver, by tapping the corresponding shortcut key (1-6) on your
    keyboard. For example, I have loaded the Crossbow and have initiated the
    aim. I press '1' and I can hear Lara disposing of the Crossbow and mounting
    the trusty Pistols. I then commence shooting bullets with the same accuracy
    of a LaserSight Crossbow.
    
    Binoculars                                                                 V23
    ----------
    A new attachment to the series and one that is not necessarily required for
    the completion og the adventure. I don't regard it as highly as others do.
    But, I find almost no use for it, since there already are other features
    which cover its own.
    
    When you goggle into them, you can see your surroundings and zoom in and
    out. You can also shift them some distance to view other nearby attractions.
    
    To zoom in and out, use the '.' (dot) and '/' (forward dash) from your
    keyboard. To light up what you cannot make out or see, press the 'Action'
    button.
    
    Do dispose of them, you cannot do so, by reselecting their icon from the
    Invenotory ring screen. Instead, you have to tap the 'Space' bar (or 'Draw
    Guns' button.)
    
    Key Items                                                                  V24
    ---------
    These are the sometimes elaborate artifacts that Lara picks up, or is
    given, throughout her journey. These range, from the powerful 'Amulet of
    Horus' to some measly keys. There are so many and they provide so many
    unwanted spoilers in this section, that I will not list them. Instead, I
    will, in another section of this guide.
    
    Some will need a twin piece to form a single usable one, and these, can be
    combined when the requirements are available.
    
    Compass                                                                    V25
    -------
    This is not a necessary feature item in the Invenotry ring screen but is
    nevertheless positioned for your convenient viewing. As you know, it
    functions by a magnetized arrow that always points North precisely.
    
    This is a tool to aid navigation in case you get lost. However, I have not
    found a profound use for it and deem it unnecessary and useless. You might
    actually get good at using it, but in my honest opinion, you wouldn't have
    the time to use it, even while lost.
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                   WALKTHROUGH                     ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               WWU
    This is the big chunk of the document and lurks over a large portion of
    scrolling distance. I advise you to use your
    
    Ctrl + F
    
    feature (or any other text searching feature on your system) to search for
    the level's title, instead of looking desperately among the lenghty text.
    
    
    
    
    ******************************************************************************
    **                               ANGKOR WAT                                 **
    ******************************************************************************
                                                                               WW1
    Level Number: 1
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    16-year-old Lara and Werner Von Croy break into the ancient structures of
    Angkor Wat seeking adventure and the priceless Iris artifact.
    
    ROOM WITH A RAY OF BRIGHT LIGHT This is basically a level to train for the
    upcoming far more difficult levels. Lara starts off gunless. Let Von Croy
    guide you along and you'll come to no harm.
    You will see a small Golden Skull lying on a ledge near you. Pick this up
    since this and the remaining 7 skulls are Secrets. Head down the wide
    passage, listening to Von Croy's comments. Further down, you'll end the huge
    passage but beware, there are spiked floors at the end which need to be
    deactivated by Von Croy himself. Wait for him to do so and continue on your
    way.
    
    TALL ROOM WITH WATER-COVERED FLOOR Head down the steps located to reach the
    wadeable water and collect the secong Golden Skull. Go back up the steps
    and jump over the gap. Head either passage and you'll be met with a
    bloodthirsty warthog. Since you've got no guns nor weapons, let Von Croy
    deal with this and the upcoming warthogs. Exit this area by the doorway.
    Jump onto the ledge and enter a new, sunlit area.
    
    LARGE COURTYARD WITH SPRINGS Firstly, jump off the ledge and onto the
    ground below. Head over to the the opposite side of this area and to your
    right, you'll find a Golden Skull. Head back to the topmost area
    surrounding the lower area using the ramp. Jump over the first gap. The
    second requires you to jump from the edge and grab the opposite ledge.
    Head towards the end of this surrounding area. Climb onto the small ledge
    and as Von Croy will show you, jump, grab and shimmy to the right. Shimmy
    further and climb onto the ledge leading to a long corridor. Follow Von
    Croy and listen to his instructions as to how you can fall safely. You will
    kill yourself one day if you don't learn when to do this. :P
    
    TALL ROOM WITH DEEP POOL OF WATER Von Croy instructs you to go to the other
    side of this room by swimming in the water. Firstly, though, dive deep and
    find a Golden Skull lying in wait for you. Grab this and find the squared
    opening in the wall near you. Swim inside and follow the passage until you
    come across a Large Medipack and a Small Medipack. Return back to the deep
    part of the pool and climb up onto the ledge Von Croy is standing on. You'll
    find a lever. To activate this, make Lara face the direction of the lever
    and use Action. This will lower the drawbridge behind you, allowing Von Croy
    to pass. Follow him until he comes to a dead end. He'll use his knife to
    force a switch as he did with the spikes, earlier in the level. The big stone
    slab, appearing as one of the dead end's walls will open up, letting you
    access another corner of the TALL ROOM WITH DEEP POOL OF WATER. Von Croy will
    again order you to climb the ladder situated on the wall and pull the level
    found on the ledge on top. Follow his orders. When you pull down the lever,
    head back down the ladder and follow Von Croy across the drawbridge and up a
    set of steps. On top you'll find yourself facing the ceiling of the TALL
    ROOM WITH DEEP POOL OF WATER. Notice the monkey-swing above you. Jump and
    press Action to grab hold on to it, and with Forward, move as Von Croy shows
    you towards the far ledge at the opposite side of this room. Follow the
    corridor to exit.
    
    COURTYARD WITH WARTHOGS There is nothing to explore here. Doing so will cost
    you some health due to the wild pigs. Before you leave through the small
    passage, pick up the fifth Golden Skull situated in one of the corners
    opposite the exit. Proceed into the opening. Nothing to pick up as you go so
    swiftly whizz out of this corridor.
    
    CHAMBER WITH SPIKE-HOLES AND COLUMNS Enter the following opening with some
    ornaments surrounding it.
    
    This small chamber has spike-holes in it's centre. However, these are empty.
    The only danger to your health are the protruding spikes. Collect the sixth
    Golden Skull to your left as you enter this chamber. Exit into the sunlight
    and crawl into the small opening into the opposite wall.
    
    SMALL ROOM WITH SKELETON CLUTCHING BACKPACK While crawling, take the first
    turn to the left and pick up the seventh Golden Skull. Return and continue
    down the narrow passage until you enter a dimly lit chamber. Proceed to the
    skeleton- once an explorer. His backpack is what needs to be obtained, not
    his bones. Heh. After the cut scene find the lever and pull it down. This
    will trigger a giant wheel to slide down into the chamber, revealing the
    exit outside into the sunny area where Von Croy is waiting for you to do
    his dirty work. Return to him and enter the new area, previously obstructed
    by the giant wheel.
    
    LONG, WIDE, DIMLY LIT CORRIDOR Now, this is a place where you practice your
    skills while sprinting from perils. The first part of this tunnel, the one
    slowly descending, is safe.
    
    However, as you enter the second part, poison darts will start shooting out
    of the walls. This requires careful running, rolling and diving. If you do
    get hit, your health bar will turn a sickly yellow indicating you're badly
    poisoned and in need of a health pack to return back to normal.
    
    Tip: An easy way to overcome the poison darts is to crawl below the openings
    in the walls from where they emerge. Personally, I do not often roll or dive
    and I recommend this tip if you're a bit awkward with the keys. :P
    At the end of the corridor you'll see a solid block of stone sliding over the
    exit, quite slowly. Do not panic, the exit won't get blocked.
    
    MEDIUM-SIZED SQUARE COURTYARD Nothing interesting here except the last
    (#8) Golden Skull nesting in one of the corners behind you as you enter from
    the dart-corridor.
    
    Exit this place via the set of steps going upwards into a dimly lit room
    where Werner's waiting for you.
    
    Golden Skulls: The reason you collected the Golden Skulls was to find out
    which way you'd have to enter next. If you managed only 7 or less you'll find
    yourself into a room with a shallow pool of water, a dangling rope and a
    lever. If you want to find all the secrets in the game or have obtained the
    eight skulls purposelessly you'll have to follow Von Croy into an identical
    room except for the shallow pit which will be dry. The Golden Skulls have
    no further effect whatsoever.
    
    TALL, WIDE CHAMBER WITH DANGLING ROPE AND MASSIVE WHEEL Whichever path you
    followed you'll find your self into a corridor leading into this place.
    Notice a level above you, a dangling rope and (if visible) a lever. Then,
    find a small crawlspace situated in the left corner nearest to you as you
    enter.
    
    Tip: Unlike previous Tomb Raider games, this can be a bit problematic if
    you're unaccustomed. Grab onto the ledge. To pull up and enter the small
    space, now you'll have to press and the Crawl button. This allows you to pull
    up.
    
    Crawl through and follow the corridor until you find yourself on the top
    level. Follow the catwalk around the walls of the room leading. Stop before
    you fall off.^_^ Notice the rope dangling before you. Now, if your pool was
    filled with water and you jumped to grab the rope, but missed, this acts as
    a savior. If not, you'll lose health so I recommend saving before doing the
    jump. If you incidently fall, return via the path you took. When you manage
    to grab onto the rope for dear life (it could take a few tries due to the
    awkward positioning before jumping), use the Sprint button to cause the rope
    to swing. The best place to swing is at the bottom part of the rope. Position
    yourself to face the opposite ledge with the lever and start swinging. When
    you've gathered enough speed and momentum let go off the rope when it's at
    it's highest possible point. This shouldn't be much of a prob. Pull down the
    lever and drop down safely to the ground floor. You're doing Von Croy's
    dirty work yet again. The lever causes the massive wheel to grind out of
    place, thus revealing the exit from this level.
    
    ROUND, WIDE PASSAGE Enter and reach the pitch black darkness to exit and
    enter the next level.
    
    
    
    ******************************************************************************
    **                            RACE FOR THE IRIS                             **
    ******************************************************************************
                                                                               WW2
    Level Number: 2
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    [NOTE2: I WILL BE ADDING THE WALKTHROUGH FOR THE LEVEL (7 Golden Skulls or
    less) LATER]
    
    Glitch: For some unknown reason you start this level with the Golden Skulls.
    The name used in the inventory for this is "8x Load" if you finished with the
    8 Golden Skulls the previous level. So far, I have found no bugs resulting
    from this glitch.
    
    LARGE COURTYARD Lara comes sliding down a steep ramp and at the bottom Von
    Croy meets you. Suddenly, the famed archaeologist has turned mad, egoistic
    and "evil." Lara has no choice but to accept his challenge and then you're
    off. If you want to beat him to the finish, you'll have to be really quick
    and knowledgeable of the whole level. I recommend exploring it a few times
    before taking on Von Croy's challenge. When you've done so, go forward and
    right and into the opening in the wall. Basically, follow Von Croy around
    until he gives you an opportunity to overtake him.
    
    NARROW, LONG AREA WITH PITS As soon as you exit the small corridor, jump
    over the pit. This and the following one have been planted with Spikes
    meaning sudden death if fallen into. The next jump is a long one, so prepare
    yourself by running the whole length of the small landing area. As soon as
    you jump run down the short corridor and make a very precision-requiring
    jump over to the edge on the other side of the pit. If you don't make it to
    the top, you can always climb up with the help of the climbable wall. Head
    over to the stony structure to your right and enter.
    
    Note: There are two doors on either side of the inside of this building. As
    you enter, the one on the left will be open if Von Croy is well ahead of
    you. The one on your right will be the one Von Croy takes. If you are right
    behind him you will manage to make it through. Basically, the one on your
    right is a way to gain on, and overtake, Von Croy if you're well behind
    since it's shorter. I am going to cover firstly the shorter one.
    Quickly, head into the entrance Von Croy took (the one on your right.)
    
    DARKENED ROOM WITH POOL OF WATER Von Croy will be examining writings on the
    wall as you enter (this seals the entrance), completely ignoring your
    presence. Without hesitation, dive into the pool and find the golden switch
    located underneath a stone slab. Pull it down and dive deeper into the
    narrow sunken corridor. Swim through and exit. Swim and then wade up to the
    dry areas. Walk to your right and exit this area by entering the corridor to
    the right. This is where the two optional routes meet
    
    AREA WITH BRIDGE, STEEP RAMPS AND SPIKED PITS This is the alternative,
    shorter way, if you found yourself way behind Von Croy and the opening to
    the right in the building you exitted shut. Make your way onto the bridge.
    Do not hesitate, since the bridge is made up of planks which collapse when
    you walk over them. Slide down the first short ramp and jump before you
    fall into the spiked pit. Repeat for the second pit and exit this area
    through the long, narrow corridor. Jump over the large, grey rocks along
    your way and enter the corridor in the wall to your right. This is where the
    two optional routes meet. Head into the darkened tunnel.
    
    DEEP PIT WITH PLANK BRIDGE You will come across the pit. Cross over to the
    other side via the bridge and enter either opening in the wall. If bridge is
    missing when you arrive, jump over to the opposite side and try to hang onto
    the wall, which is climbable. Exit this room again, through the openings in
    the wall.
    
    Note: At this point you'll determine whether you're ahead or behind Von
    Croy. If Werner arrived here before you, he would have hastily unroped the
    flimsy bridge, thus vaporizing your hopes of beating him to the Iris.
    
    HUGE AREA WITH TALL STATUE OF HEAD Now, if Von Croy's ahead of you, the door
    to the right when you first view this area will be closed. This means you
    won't finish the level ahead of him but you can still reach the end of the
    level. Drop down into the large yard below the figure of a human head. 2
    warthogs will come charging in attack. Avoid these and head over to the other
    side of the mound on top of which's resting the huge head. Before a newly
    charging warthog comes to sniff around, jump and climb onto the greenish wall.
    This is climbable which allows you to reach the human head. Enter its mouth
    and drop down. If you finished ahead of him, enter the passageway to the
    right. Follow the corridor until you reach the giant head. Again, enter its
    mouth and drop down. Follow the winding sets of corridors until you reach the
    end of the level.
    
    An FMV comes up and wraps the beginning of the game's
    storyline around our dear Lara.
    
    
    
    ******************************************************************************
    **                              THE TOMB OF SET                             **
    ******************************************************************************
                                                                               WW3
    Level Number: 3
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    Full-grown Lara, as we all too well know her, in all her might is once again
    on the trail of secrets and danger in the sizzling Egyptian sands. What's
    missing? Yep, you guessed it, action. Suddenly, the Saharan sands part to
    reveal a tube tumbling down into another adventure...
    As soon as the level loads check your backpack. Something familiar: those
    trusty old Guns with unlimited ammo. Yay!
    
    Note: I won't go into as much deatail as I did in the previous levels'
    walkthroughs since you're expected to know basic movements and relatively
    basic skills.
    
    DIMLY LIT CHAMBER AND PASSAGE Pick up the two boxes of Flares You'll need
    them here due to the poor-lighting. Firing your Pistols will also produce
    free light. Head down the passage, following the Egyptian guide. For now,
    he's a good guy, so don't expect unexpected attacks. ^_^ Pick up the Shotgun.
    A weapon needed to eliminate enemies quicker than the Pistols but is a bit
    slow to reload. Proceed further, after the guide who stops next to a wall
    that's actually a ramp. First, jump forward and hang onto the ledge of the
    ramp, then pull forward and follow the ramp upwards to find a box of Normal
    Shotgun Ammo. Drop down carefully, find the shallow cravace with the item
    sitting there for you. Beware, a Red Scorpion emerge from the sands as you
    try and get the Large Med Pack. Kill him and follow the passage that goes
    deeper and deeper. There's another small crevace with a Red Scorpion lying in
    wait a little further. Kill this too with the pistols. Move forward.
    
    FMV: An FMV will play, displaying a narrow passage with walls covered in
    hieroglyphics which lays a little ahead.
    
    After the short FMV a Black Dog will punce upon you. These red-eyed canines
    are relatively dangerous so do finish them off with the newly acquired
    Shotgun in cold blood. This is a tall, dome shaped room with a rocky pillar
    in its centre. Take the right side and jump over the shallow pit that blocks
    your way. A Red Scorpion's there so do take notice. There's a Secret #9
    here, the screenshot to your right shows the place marked with a red X. Climb
    the small ledge and jump forawrd to the opposite opening in the rock face.
    Inside you'll find a Small Med Pack.
    Go back down and find the ramp with an obeject resting on top of it. Go get
    it, for it's a Large Med Pack. Jump from the ramp safely down into a
    pitch-black corner. Light a Flare to see a Small Med Pack. Do try and collect
    all the Med Packs since you'll need them later on in the game where they
    become more difficult to obtain.
    
    NARROW PASSAGE WITH BLUISH HIEROGLYPHS Exit the rocky area via this passage
    which you saw a little earlier before the Black Dog attacked.
    
    CHAMBER WITH THREE NICHES AND THREE EXITS Look at the screenshot to the left.
    Your guide will enter and stand in front of the golden rungs waiting for
    you. On the wall to your left there are two niches (one blocked by the
    greenish block which you can see.) Two Red Scorpions will emerge. Firstly,
    do not reach into the niches but go down the steeply sloping ramp of the
    exit to your right (in the screenshot) until you reach a new room.
    
    ROOM WITH PIT AND TWO PEDESTALS You cannot reach the two pedestals on the
    other side of the pit for now so just drop down onto the sandy surface. Pick
    up the Small Med Pack from the small ledge in the pit with a scarab
    decoration. Find the small opening in one of the pit's walls. Grab the Normal
    Shotgun Ammo box which is actually Secret #10. Climb back on top before the
    newly arrived Red Scorpions get to you and return back to the CHAMBER WITH
    THREE NICHES AND THREE EXITS via the sloped, slanting passageway.
    
    ROOM WITH THREE NICHES AND THREE EXITS Reach into the niche to your right to
    find a Large Med Pack. The first niche to your left holds nothing, so avoid
    it. Your Egyptian guide is needed for triggering the solid, greenish stone.
    Be patient, he needs to read the inscriptions causing the block to slide down
    allowing you access to the third niche. Reach in which will trigger a
    mechanism that drops several tons of sand into the pit of the adjacent ROOM
    WITH PIT AND TWO PEDESTALS which will cover it all up.
    
    FMV: A view of the chamber with the pit filling up with sand.
    If you did this before you found the secret, all the items and secret'll be
    lost.
    
    ROOM WITH PIT AND TWO PEDESTALS Return back to this room but as you'll
    notice the gaping hole is covered up with the sand which means that the
    two previously unaccessible pedestals are now accessible. Gather the Eye
    Piece, a key item and the Small Med Pack. Return back to the ROOM WITH THREE
    NICHES AND THREE EXITS which should open up. Exit this room via another
    thin corridor with blue hieroglyphics.
    
    ROOM WITH BLOCK OF GREY STONE AND DANGLING ROPE Note the dangling rope in
    the centre of this area, the massive, circluar stony wheel with an item
    receptacle at its base in one of the room's ends and the entrance to a
    rectangular, stepped, room with blades hanging above it.
    Firstly, climb onto the solid rock in the room's centre. Grab hold onto the
    dangling rope by standing right below it, jumping and pressing "Action." Do
    not climb up but hold on to it at its very base.
    
    Position yourself to face the otherwise unaccessible opening in the wall
    opposite the massive wheel with the receptacle. Start swinging by holding
    down the "Run" button. Let go off "Action" while in flight with an arched
    rope and you're just above the landing area. It might take some tries but
    it's worth it for while entering the small passage, you'll find yourself a
    Secret #11. Instead of returning to the rope area, proceed forward until you
    reach a small opening in the top.
    
    REVOLUTION OF SPIKED ROLLER (SECRET AREA) Before climbing up, look up above
    the opening and notice the crystalline roller revolving around a central
    rocky area in a clockwise motion. Look at the rough diagram to your right:
    the red line is the path you should follow. As you stand in the opening make
    sure you see the spiky roller pass overhead, then pull-up over the right-hand
    side ledge and swiftly make your way towards the small sliding ramp. Jump
    over it so. that you're standing in the small, squared flat area. Pull up to
    another square space with a set of steps carved into the adjacent pillar of
    rock. At this point the roller can't physically get to you, which means
    you're free to pick up the valuable Small Med Pack sitting on that ledge and
    then climb up the pillar's face. Before you pull over the ledge, wait for
    the roller to pass again. As soon as it does, pull up, make Lara stand
    against the right wall and quickly run across and jump over to the rocky
    centre which the spiked roller circulates around. If you've done well, you'll
    be on a slightly sloping ground with a box of Flares in your view. However,
    if the roller's passing again, simply duck down and you'll be safe. After
    this pick-up wait for the roller to pass over you once more then save the
    game in your "Save" file.
    
    Drop down safely, without jumping. If you did the fall correctly, you'll be
    standing on a small ledge. If you didn't "Load" the game from where you
    saved it. Once you're on the small ledge, jump into the opening in the
    opposite wall. A larger jump tends to cause Lara to hit the ceiling,
    preventing her from entering the lit passage. Do not put too much power in
    your jump.
    
    Once you do this correctly and are standing in the brightly lit tunnel,
    proceed forward, shotgun ready to use since as you turn the corner a Black
    Dog will lurch towards you, very soon followed by its mates, another two
    Black Dogs. Three shots will finish them all off.
    
    Proceed down the passage but stop before the small, steep ramp. Turn
    around and slide down backwards. Grab hold onto the ledge as you drop off
    and notice the hole with the two Red Scorpions below you. Instead dropping
    into their hole, shimmy to the spot from where you can safely drop down
    onto the ledge below upon which two Uzi guns are waiting for you already
    loaded with 30 bullets. Return back to the room with the rope by sliding
    down through the exit. You'll find yourself in the first passage with the
    blueish hieroglyphics. From here make your way back to the ROOM WITH BLOCK
    OF GREY STONE AND DANGLING ROPE.
    
    Note: This whole area which I have covered above is optional, unless you're
    going for all the pick-ups and all the adventure and kills.
    
    ROOM WITH BLOCK OF GREY STONE AND DANGLING ROPE Go through the entrance of
    the room opposite the blockof stone in the centre of the room. Your guide
    will be waiting for you. Do not proceed further but wait for him to show you
    a possible peril. He'll cause the deadly blades on the ceiling of the room
    to come slashing down, thus disabling their future use which mean you can
    walk over to the other side to the pedestal and harvest the second Eye Piece.
    Open your Inventory and select either of these two items you've collected
    and choose to Combine them. Exit this room and head to the massive grey wheel
    which will be unlocked once you place the combined Eye of Horus. The new
    rocky passage ahead will reveal an attack of two Black Dogs which can be
    taken down by the trusty pistols, shotgun or newly acquired uzis. Proceed
    further down the narrow passage with blueish hieroglyphics. Reach its end.
    
    FMV: A diplay of the whole new area with the giant sphinx's head partially
    covered by sand and with Lara standing in the doorway.
    
    GIANT AREA WITH MASSIVE SPHINX HEAD AND SAND Once the FMV stops, take out
    your guns and shoot down the two attacking <>. Drop down to your right and
    collect the Uzi Clips. Go back upstairs and drop down to the left where
    you'll find a Small Med Pack. Proceed further downwards to reach a doorway
    entering a small stepped passage. Before netering the next room notice the
    other opening next to it meshed up.
    
    ROOM WITH ISLE WITH TWO BULL STATUETTES SURROUNDED BY POOLS Now, note the
    liquid lapping at the centre part. Wait for the Egyptian dude to come in and
    watch him light the liquid, which is actually oil, thus triggering the grate
    at the other end of this room to rise, letting you exit.
    
    FMV: Cut scene showing the grate lifting up allowing an exit from this room.
    
    Follow the winding passage with golden figures carved into the walls until
    you reach a fork. Your guide will take the left fork while you have to pass
    from the right fork. The reason the guide went the other passage is that
    he'll reach another grate at its end which will be opened once you take the
    right path.
    Reach the drop down in the small area with greenish walls and collect the
    Small Med Pack. Go back up and head into the new room.
    
    RECTANGULAR ROOM WITH ONE LARGE POOL AND AN EGYPTIAN STATUE As you enter
    this chamber note your guide waiting for you to open the grate in the wall
    to your left. Head right, past the pool and into the exit. Follow the
    ramping passage up to a point with three(3) forks, two of which are
    blocked by grates. Follow the ramp upwards through the open one.
    
    SMALL ROOM WITH CHAIN AND TILED FLOOR First of all as you enter, pull the
    chain.
    
    FMV: The grate in the previous room lifts giving access to your Egyptian
    guide to the pool which he sets ablaze which then causes the inscripted
    tiles that make up the current room's room floor light up and stand out.
    
    Now, this is a puzzle room which means that you'll have to solve this ancient
    teaser to be able to proceed further into the game. There are all in all
    forty-nine(49) squares with a hieroglyphic inscription carved into it
    arranged into seven rows and seven lines. The square you stand on as you
    enter is the one with the chain. Place Lara in a position that if she jumps
    will land exactly onto the square in front, without having touched the
    dividing grey borders. Once you've done this jump on to the square on the
    diagonal of the square you're standing on. The third square you must
    jump upon is the second square forward. The fourth is to the third's second
    right. From this now, you jump towards the grate which will open, letting
    you pick up the prize, the Timeless Sands.
    
    Tips: If you misfoot your jump and land upon one of the wrong squares or
    your land on the grey borders, the previous square you've been upon (this
    doesn't include the square with the chain) will light up in flames meaning
    that you'll need to reset the puzzle. To reset the puzzle exit via the
    entrance and through the now open grate which was previously closed. Follow
    the long, dark passage until you enter a lit room which contains a reseting
    chain and a Shotgun or a box of Shotgun Hormal Ammo if you've already picked
    up the weapon. Pull the chain to reset the puzzle and exit via the other
    passage, leading away from this room. At the end will be the third grate
    now opened but the other two, closed. Now you're ready to restart the puzzle.
    If you've done a jump to another square successfully, a torch above the
    grate leading to the Timeless Sands will light up. If you do all the jumps
    correctly, all the torches will light up.
    
    GIANT SPHINX'S HEAD BASE The side to your right is pointless which means
    that you'll be wasting your time there, searching for anything. Head over
    to the leftmost side. Find the doorway cut into the red rock but notice the
    climbable ladder just up front.
    
    Forget the ladder for now and head into the passage. Enter a room with a
    grate just opposite Lara. Wait a few seconds, for the guide to arrive.
    
    FMV: Egyptian guide comes, stares at the reddish hieroglyphics above the
    grate and then runs off in fright.
    
    Head into the newly oppened passage, previously blocked by the grate. Note
    that the guide won't be following you around any more: you'll have to do
    all the puzzle solving. As you enter, drap your pistols as two Red
    Scorpions scurry towards you. Head over to the end of this small passage to
    emerge in a room with a high ceiling.
    
    TALL ROOM WITH STATUE AND SANDY BASE Notice the hole-ridden ceiling. There's
    a purpose to this but for now pick up the Normal Shotgun Ammo from the
    centre and then head over to the North wall of this room. Climb up to face
    the god's statue. Press "Action" to place the Timless Sands in his
    outstretched hands.
    
    FMV: Sand starts seeping from the holes in the ceiling to form a mound in
    the room behind Lara. The sand has come from above, which is the GIANT
    SPHINX'S HEAD BASE area, ridding it from the sand and uncovering the entrance
    to the next level.
    
    Before you drop down into the sandpit, draw your pistols and shoot down the
    Red Scorpion from a safe distance. Afterwards, drop down and make your way
    across to the other side by jumping over the uneven sand. Leave this room,
    exit the others and return back to the giant sphinx.
    
    GIANT SPHINX'S HEAD BASE Now that the sand has dropped down to the room
    below, the exit from this level has been uncovered. Unless you want all the
    secrets and items, you're free to exit.
    For the first secret find the climbable rock face adjacent to the entrance
    of the chambers you just left from. After the long climb up, pull upwards
    to find yourself on a balcony just above the giant head. Pull the lever. This
    will trigger the grate next to the climbable rock's face to lift up. For now
    ignore this and jump to the small, striped square next to the balcony's
    left corner. When you've done so, you can save the game since the following
    series of jumps are rather awkward to perform. Walk over to the edge
    (overlooking the sphinx's forehead) of this small square and jump forward but
    instead of dropping down into the chasm, perform a sudden left turn while
    in middair to land onto the sphinx's forehead. Walk to the other side of the
    sphinx's forehead placing Lara, yet again right onto the edge. Turn to face
    a second balcony. Find the second small, striped square which will serve as
    your landing area if you jump from your current position. Landing into the
    balcony is also possible by doing a running jump from the forehead's edge
    but doing this will make your life harder and will probably also cost you
    several loads. The balcony is a actually Secret #11, holding a box of Normal
    Shotgun Ammo and a Large Med Pack as your prize for the troubles you've gone
    through. Once collected, you can do the complicated sets of jumps involving
    the sphinx's forehead or drop down safely, sliding onto the sphinx's side
    and stopping yourself wherever necessary. The second method is easier so once
    you get to the bottom, find your way around the giant head to the climbable
    rock face from where you climbed and pulled down the lever. You'll find the
    grate is out of the way, giving you access to the Secret #12. Collect the
    box of Normal Shotgun Ammo and the Wideshot Shotgun Ammo. The latter being
    a new, more damaging form of ammunition for the shotgun.
    
    Return back to the main area, right in front of the sphinx. Jump up and
    grab onto the small alcove. Pull up and crawl forward. Follow the golden
    striped passage to the end of this level.
    
    Side Notes: Now that you've done the first level, you must be fine with
    almost all the movements and you should have in your inventory the Shotgun
    and the Uzis with a realtive amount of ammunition.
    
    There were five(5) secrets on this level. If you've collected them all,
    you'll have 12 secrets all in all in your Statistics window which can be
    reached if you press "P" on your keyboard.
    
    
    
    ******************************************************************************
    **                               BURIAL CHAMBERS                            **
    ******************************************************************************
                                                                               WW4
    Level Number: 4
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    Now that you've completed the first serious level it's time for a more
    complicated one.
    
    Tip: Right when the level loads, save the game into a new slot. This way your
    reload will be faster if you fail your attempts to attain the secret below.
    
    While you're still sliding notice the break in the ceiling. Right below it,
    jump upwards and grab onto the small ledge. This might take several tries to
    complete but the reward is Secret #13 which's a Large Med Pack for your
    effort. Fall back, and complete the slide down which empties into a room.
    
    WELL LIT ROOM WITH BULL STATUETTES AND LEVER Stand in front of the lever and
    pull it down. This will cause the grate at the opposite end of the room to
    lift up.
    
    ROOM WITH PERFORATED WALLS SLOPING INWARDS Before falling unsuspecting into
    this trap notice the hands on the walls in front. When you step onto the
    small square in the centre, the hands activate. Once they meet each other,
    at the same stop, deadly spikes spring out of the starry perforations in the
    walls all over the place. This means that as soon as you step onto the small
    square, pick up the Hand of Orion item. To exit, jump into the corner at
    Lara's left, not the right one. Jumping into the left corner will trigger
    Secret #14. Pick up the Normal Shotgun Ammo. The right corner will award you
    nothing.
    
    CORRIDOR WITH STATUES,POTS AND SPIKES Follow this passageway, past the two
    overlooking statues and past the spikes which suddenly spring out before
    walking into them. The decorated pots can be shattered by firing straight
    at them. One will uncover a Small Med Pack while the other nothing. The
    second set of spikes which whoosh just in front of Lara are just ahead. Jump
    over them and into the hole. Slide down to a flat space with a receptacle in
    its left wall. Place the Hand of Orion in it.
    
    ROOM WITH ROTATING BLADES OVER A CENTRAL ELEVATED GROUND Once the protruding
    spikes have been cleared, notice the rotating blades. They are quite lethal
    so don't waste valuable health trying to pick up the Shotgun and Normal
    Shotgun Ammo lying enchantingly on the ledges. To cross this area with minimal
    damage, jump onto the ledge just opposite, having waited for blades to pass.
    You can drop down, to hang onto the ledge and shimmy around the pillar to the
    other end from where you can pull up and jump into the exit. Alternatively,
    you can jump onto the ledge and wait for the blades to rotate in behind and
    in front of you so as to complete the sets of jumps unharmed. If you fall
    below, you can always find the ledge with the Hand of Orion receptacle and
    pull up from where you can restart.
    
    Tip: To obtain the items with least possible damage, jump from the exit back
    onto one of the ledges and move forward clockwise , in the direction of the
    rotation, while avoiding them razor blades.
    
    Proceed into the tunnel exitting from this chamber.
    
    FMV: A view of a statue in a chamber a little further ahead followed by
    another one of a sarcophagus in a dimly-lit room.
    
    DARKENED ROOM WITH SARCOPHAGUS AND ROOM WITH 3 MUMMY CASES Firstly, light up
    a flare and check out the corners of this room. You'll find a Small Med Pack
    and a box of Normal Shotgun Ammo. Do not move close to the sarcophagus just
    now but exit the room via the small doorway and follow the passage into a
    new one with three Mummy cases lined against the wall. Find the Small Med
    Pack and drop into one of the incomplete corners to access a small,
    low-ceilinged room which contains a box of Normal Shotgun Ammo and is
    actually Secret #15. Notice the channels cut into the floor and the little
    base the statue in the middle is standing upon.
    Return back to the room with the sarcophagus. Place Lara at the sarcophagus's
    side (the one with the little steps.)
    
    FMV: Lara jumps on top of the tomb and pulls out a queer, characteristic
    ancient Egyptian object (Amulet of Horus) from the belly of the body lying
    on top of the sarcophagus. Having nothing else to do, Lara does a jump to
    the floor.
    
    Notice the blood flowing into the previously empty channels. Proceed into
    the room with the mummy cases lined up against the wall.
    
    The statue's base will have sunk therefore allowing the statue which is
    pushable to be slided over to the near square with the red blob mark in
    one of the corners. Push the statue to the square immediately as soon as
    you enter since your presence won't go unnoticed and a duo of Mummies will
    surround you.
    
    FMV: A view of the room with the three mummy cases. As you'll see, one of
    them is an exit to another area.
    Mummies: Don't waste time and ammo trying to kill these fellas. They're
    currently immortal meaning they can stay alive no matter how many barrels
    you empty into them. Further into the game though, these can be crippled
    by blasting their limbs off or even better: detaching their heads. XD No
    fun for you now, all you can currently do is make them lose their footing
    with the shotgun.
    
    Leave this room via one of the open sarcohpagus once it's empty.
    
    LARGE CAVE SYSTEM Don't wait for the mummies to follow you out but drop
    down from the ledge onto the distant floor below. Follow the passage into a
    cavelike area but have your shotgun drawn out and ready for action.
    Follow the irregular passage into a cavern. Two Black Dogs come lumbering
    out. Shotgun will do nicely.
    The wall and doorway built in the rock opposite at the moment is something
    you must take notice off. However, do not enter but instead find the ramp
    going upwards. Let the lit torches guide you if you suddenly get lost. Before
    reading further, there's something you should pick up.Secret #16 it is and
    the reward is a Large Med Pack. To reach this secret find the drop off in the
    ramp's floor next to the right wall. Once you've found it, return back
    upwards by climbing up the ledges.
    
    From here, the path forks into two different directions. Taking either one
    and then returning to the other one is what you must do. As long as you
    cover both, you're fine. This walkthrough is going to cover first the one
    with the bridge (the one one the left side of the ramp going upwards.)
    
    Take the shaky path towards the hanging bridge. Cross it and enter a wide
    passage.
    
    COLOURFUL, STEPPED PASSAGE Proceed, with your shotgun drawn to take out the
    two Black Dogs which pounce upon Lara.
    
    Find the small, exitting passage, turn Lara around just before the ledge and
    do a safe drop down to the bottom below. Do another safe jump at the next
    sharp drop off to find yourself dwarfed by a massive room.
    
    GIANT ROOM WITH SPIKES AND SLOPING WALLS Take a breath then jump onto the
    ledge on the slope to Lara's left as you're facing the room from the
    entrance. Notice the opening in the wall above the slope, from the ledge.
    Jump in, might take a few jumps, but your reward is Secret #16, a box of
    Normal Shotgun Ammo.
    
    First of all, explore this room and notice all the grates, openings, spike
    areas and other obvious characteristics. It's also important to memorize
    their whereabouts.
    
    Jump from ledge to ledge, above the spikes to finally land on a ledge.
    Notice the item receptacle which you canno't take advantage of at the moment
    but instead jump up and grab onto the ledge above the receptacle. Find the
    lever which you must pull down.
    
    FMV: The grate in the wall below the entrance unlocks.
    
    Afterwards, find your path down to the base, enter the newly opened passage.
    Follow it into a new, smaller room.
    
    ROOM (ROTATABLE) WITH TWO LEVERS This room can rotate aroundwards, (:P) only
    once the lever in front of you is activated. Pull it down.
    
    FMV: A pedestal , heavily guarded by a clump of spikes, rotating, together
    with the rest of the previous room which now displays a different layout.
    
    The lever which could be seen earlier oddly sticking out of the 3 o'clock
    position has now moved in place of the lever you had just pulled meaning that
    this room had also rotated together with the other during the cut scene. Pull
    this one down too and exit to find the same, yet different room with spikes
    and slopes.
    
    GIANT ROOM WITH SPIKES AND SLOPING WALLS Now that the whereabouts of this
    room have altered, some new areas are accessible. First of all, drop down
    safely through the gaping hole in the middle of the room (next to the flames.)
    
    ROOM WITH WALLS CARVED WITH HUMAN FIGURES SET AGAINST WHITE BACKGROUND The
    walls have nothing to do with the adventure but instead, pick up the Hand of
    Sirius key item. This triggers the grate at the exit of the passage you now
    need to take to find yourself back in the main room, to open up.
    
    GIANT ROOM WITH SPIKES AND SLOPING WALLS Now that you've returned, there's
    another previously closed grate which is now open. That's in the wall
    opposite, a bit to the left, as you enter. Make your way by jumping across
    the gap from ledge to ledge to the ledge with the spikes just touching its
    base. Once you're onto that ledge, you'll have to crawl down below the razor
    tips to avoid deadly abrasion. Once clear of the spikes, stand up and place
    Lara at a suitable place for her to jump and safely land to the gap in the
    wall's gradient. The jump is often quite inaccurate, so you can save the
    game before doing it. Once safley there, proceed until you see the dropoff.
    
    DROPOFF AND ROOM WITH CHAIN AND SANDY BASE Before jumping to grab the
    opposite climbable wall note that, firstly: the dropoff is not one you can
    simply safe drop, but one that'll leave Lara very dead and secondly: the
    opposite wall is climbable only to the point where the rungs in the wall
    can be seen which means that if you just jump forward against the opposite
    wall will cause Lara to not grab a hold of anything.
    Once you've successfully clambered down to the bottom, you'll find yourself
    in a room with a chain and a sandy floor. Before pulling on the chain notice
    the two skeletons. Then, pull the chain down.
    
    FMV: Anither view of the main room. This time the spikes guarding the
    pedestals drop down and the room once again rotates, back to its original
    position.
    
    As soon as you cross the room to the exit, the two Mummies awaken. Leave
    these guys to each other and quickly head out, climb the wall and enter the
    main chamber.
    
    GIANT ROOM WITH SPIKES AND SLOPING WALLS Now that you're back, you can access
    the pedestal with an item. Climb up to the ledge with the star-shaped
    receptacle which you couldn't place anything in before. Place the Hand of
    Sirius in the slot. This triggers a rope to drop from the ceiling.
    
    From the ledge with the receptacle take a running jump towards the rope.
    Grab onto it and position Lara to face the balcony that leads up to the
    pedestal. Once the jump is completed, pick up the Scarab Talisman. Continue
    forward down the passage past the pedestal once you've drawn out the shotgun
    for two Black Dogs come bounding up from behind the corner. Take them down
    then proceed. A little further another Black Dog comes up unexpectedly. After
    that, continue down the sloping floor and out of th exit which closes up
    with a grate as soon as you drop out.
    
    LARGE CAVE SYSTEM Now that you've completed the bridge quest, it's time to
    proceed to the path adjacent to that.
    
    TWO TORCHES LIGHTING UP TWO STATUES AND A CLIMBABLE WALL Once there, start
    the climb upwards. Pull up at the top, shoot the large vase to access a
    Small Med Pack and wals around the pit to find a bof of Normal Shotgun Ammo.
    
    ROOM WITH TORCH, 2 SKELETONS AND PEDESTAL Note the skeletons sleeping on the
    floor. Pick up The Golden Serpent and quickly make your way to the opening,
    with its grate now opened just above one of the sleeping skeletons. Do this
    very quickly, since once you take a few steps the two skeletons awaken into
    loathesome mummies.
    
    ROOM WITH RAPIDLY RISING SAND AND SPIKED CEILING Escape through the passage
    at which point you must save you game. Once saved, slide down to a room. As
    soon as you drop down, run to the left corner of the other side of this
    room, i.e. as soon as you drop down, turn 90 degrees to the left and
    immediately start running to the side Lara's facing (left corner, not right
    one.) The reason: a trap is triggered once you drop onto the sand which
    immediately rises upwards to a low ceiling consisting of a sea od deadly
    spikes. If done correctly, Lara'll escape with no health lost.
    
    LARGE CAVE SYSTEM Hah! Now you're back in the cave system with having done
    only a shorter test. Proceed through the dark passage until you reach a
    pit. Instead of dropping down, walk around it to find a Large Med Pack.
    Before dropping down now though, look from the top to notice the deadly
    dropoff meaning that you'll have to safety drop down to the ledge with the
    torch. Again, drop safely to the bottom to find yourself at the path fork.
    Follow the ramp down to the LARGE CAVE SYSTEM's base and procced into the
    entrance which I told you earlier to ignore.
    
    TALL CHAMBER WITH TWO RECEPTACLES AND SKELETON LYING ON SANDY FLOOR Place
    the Scarab Talisman and The Golden Serpent in the receptacles cut into the
    walls respectively. Suddenly, the chamber starts filling up with sand,
    while simultaneously awakening the mummy. The chamber filling up with sand
    takes the form of an elevator which takes you to a higher level from where
    you can find th exit.
    
    Meanwhile though, you'll have to amuse the dead guy either by running around
    him or, on the other hand, cause him to stumble by firing your pistols at him.
    
    Once the chamber can't fill up any more, find the cut in the ceiling to cimb
    up. Follow the passage to the end of this level.
    
    Side Notes: The main pick-up you found on this level was the Amulet of Horus
    which will last till the end. From here on, it will change owners constantly
    meaning that Lara will have to constantly fight either to keep it or to get
    it back into her backpack.
    From here on, levels become much more harder to solve and complete together
    with becoming much more darker and mysterious. Learn to know how to solve a
    puzzle automatically when you see one.
    
    There were five(5) secrets lying in wait for you in this level. Together with
    the secrets found on previous levels, you must now have 18, that is, if
    you've collected them all. View them in your Statistics window which can be
    seen if you press "P" on your keyboard.
    
    
    
    ******************************************************************************
    **                            VALLEY OF THE KINGS                           **
    ******************************************************************************		
                                                                               WW5
    Level Number: 5
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    After a thrilling FMV, take out your shotgun. Note that you must have plenty
    of ammo by now for you'll now use it to kill people. -_-;
    
    FMV: The guide, now turned against Lara, walks across the dunes to a hiding
    place.
    
    Bug: Now, you might start this level with Lara's left arm stretched out
    queerly forward. Right now, I haven't discovered what causes this but it seems
    to happen to older PCs. However, if you want to terminate this draw a flare
    and her arm'll heal. Guns however, won't help.
    
    ROCKY CANYON WITH SANDY BASE With your shotgun, take out each of seven(7)
    Snipers that come one after one from behind their hiding places in this area.
    Two shells will take down one each.
    
    FMV: As soon as you kill 'em all, the Egyptian co-adventurer walks out of his
    burrow and heads towards one of the parked 4-wheel drives nearby.
    
    Since that the area's cleared, you can pick up all the various items
    scattered around this area, dropped from the snipers.
    
    Bug: Even if you killed all the marksmen, the vital Ignition Keys might not
    be accessible, i.e. invisible. Just reload an earlier save and see if the
    same bug happens again. Note that the items dropped at cerain places vary in
    locations since they are dropped only once the moving snipers are shot dead.
    
    FYI: The last (seventh) sniper is the one holding the keys. He appears last
    and hops down from the ledge close to the entrance.
    
    Mmmm, so there was a point to you emptying 14+ shells into the snipers.
    	
    Now that you've picked up all the goodies, find the little, darkened crevice
    in the barren red rock close to the entrance of this level. Inside'll be
    Secret #19: two boxes of Normal Shotgun Ammo stacked upon a Shotgun which you
    most probably already have giving you six(6) free normal shotgun shells
    instead.
    
    Exit and head over to the opposite side of the canyon where the little ledge
    made of rock stands above the sand. Hop onto it and force Lara to walk
    backwards to the edge of its edge noting the other ledge up in the wall above.
    
    (If correct, to her right will be the level's entrance.) Jump up to grab the
    ledge you saw, having turned sharply in order to be able to grab hold onto
    it, and pull up. Pull up again to find yourself in a gravelly flat area. This
    is Secret #20 cosisting of 2 boxes of Normal Shotgun Ammo, a Small Med Pack
    and Uzi Clips.
    
    ALONG THE CANYON WITH THE JEEP Woohoo, now is the time to jump into the
    Jeep. Be sure to learn and remember its controls and handling. I remind you,
    this is neither GTA nor Carmageddon. No crashes, no pwnage, no gore: just
    some stunts and the standard off-road drive.
    
    Jeep: You'll have to manually shift the gears in order to drive forward and
    reverse. Although the bodywork of the vehicle does not visibly damage, Lara
    will absorb health loss if you hit recklessly a solid wall, drive
    perpendicular to the shape of the wall (i.e. you drive exactly along the
    walls) or if you accelerate down the irregular dirt-road and stumble across
    a ditch.
    
    The jeep is not a means to soften your fall from a high spot such as from the
    top of a pit and do remember: there are no airbags. XD
    If you want to see the controls, consult the small reference book that came
    with the legally bought CD-ROM or the controls reference on this site.
    
    Hop in by standing next to one of the doors of the jeep and pressing
    "Action" to draw out the keys to start it from Lara's pack. Accelerate after
    the former guide's jeep. If you stop in a certain spot and get out to
    explore, he'll wait for you to continue the journey after him. Note the
    shells he's spewing from the back of his jeep. Bad grenade throwing boy!
    
    There are some passageways that i won't cover in this walkthrough since they
    are just walkable shortcuts to areas you've already accessed, meaning that
    you won't get trapped endlessly between two unwalkable slopes and the jeep.
    
    Now that you're ready for the tour, follow the jeep up the steep slope to a
    clearing. Here there'll be 2 Snipers waiting for you. The first one'll be
    easy to run over but the second one's standing on the rocky ledges, out of
    run-overable reach. To kill him with minimal damage, drive against one of
    the opposite rocks and stop the jeep. Climb out, so that the vehicle covers
    you up. Meanwhile, load either the uzi guns or shotgun and serve the dude
    right.
    
    Jump back into the jeep and head down the steep slope. Don't speed over this
    rough area or you'll lose health.
    
    LITTLE OPEN AREA WITH DEEP, SPIKED PIT AND SNIPER ON WALKOVER Reach this
    area and notice the Sniper standing on the short walkable flat area on top
    of a gaping pit. You can drive over, to roadkill him. This I do not recommend
    since he'll damage you first. Instead, jump out of the jeep which you should
    park just after the sloping area, take out the uzis or shotgun and sprint up
    the ramp leading to him. Assassinate him quickly then return back down and
    stand above the pit. Observe the spikes and climbable walls. From one of the
    ledges, not the protruding one, drop backward and grab onto the climbable
    wall. Follow it downwards and sideways to the right, where the low opening
    can be seen. In order to climb into that, you'll have to make Lara to hang
    freely, not cling to the rock face by reaching the top and letting go, while
    almost immediately grabbing to the ledge. Before she has the time to make
    herself cling to th wall, press "Crouch" together with "Up" and "Action" to
    pull into the crevice. Hurrah, Secret #21's been uncovered. Pick up the
    Grenadegun Super Ammo and the Small Med Pack.
    
    Return back to the main area and climb back onto the jeep. Gather speed and
    accelerate towards the small ramp on the edge of the dropoff to the pit
    below. Drive on it to jump over the gaping hole. The other jeep will now
    continue up the rocky road in a cavern after waiting for you briefly to do
    your business. Run over the Sniper at the end of the cavern. Find the small
    winding path adjacent to the rock face to follow the jeep. When you reach the
    second cross over (second change of walls), stop in the middle and note the
    Sniper. From here take out your pistols and kill him. Funny guy, he doesn't
    even notice he's losing health. Note that some of the shots will miss and
    that an alternative is simply to run him over with the jeep, but remember he
    can damage Lara from that position.
    
    At the end, continue into another cavern, down a steep slope. Continue uphill
    to the end of this rather short level.
    
    Side Notes: You should have picked up the Grenadegun Super Ammo which is
    very useful: the most damaging grenadegun shells.
    From here on you'll be often dealing with human enemies targeting at you.
    They damage at a distance so you'll have to kill them as soon as you see
    them, unlike earlier animals.
    
    There were three(3) secrets lying in wait for you in this level. Together
    with the secrets found on previous levels, you must now have 21, that is,
    if you've collected them all. View them in your Statistics window which can
    be seen if you press "P" on your keyboard.
    
    
    
    ******************************************************************************
    **                                   KV5                                    **
    ******************************************************************************
                                                                               WW6
    Level Number: 6
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    This starts from the previous level's end: the long dimly lit cavern, together
    with the jeep. Climb out and walk around the new room, picking up the 2 boxes
    of Wideshot Shotgun Ammo and the Large Med Pack.
    
    AREAS WITH SANDY DUNES, MONUMENTS AND RED ROCK Climb back into the jeep and
    exit through the corridor and into a sandy duned area with a temple's
    entrance. Leave the jeep here, find the exit and take out the shotgun which
    you'll use to take down a Sniper standing upon several planks atop a shaky
    structure. Alternatively, force him down by running over the supporting
    poles and soon after, running the dude over too.
    
    Find the small crawlspace in the red rock adjacent to the exit of this area.
    That's Secret #22: a Large Med Pack. Hop back onto the jeep and exit this
    area to find yourself in an even bigger area with two buildings, surrounded
    by scaffolding.
    
    TWO OPPOSITE BUILDINGS WITH SCAFFOLDING First of all, there's a Sniper doing
    his job from a low scaffold. Kill him and then proceed to the barely visible
    opening in the brick wall nearby. There's a Large Med Pack there so make
    sure you find it. Now, head over to the opposite building and find the
    opening in the second scaffold floor's fenced sides.
    
    Once found, jump, grab and pull up. Head to the left to find a box of Normal
    Shotgun Ammo. Return and now head down the opposite side. Whence you jump up
    onto the white block further, behind the corner, a Sniper will shockingly
    appear. Man, that fella never ceases to make me jump up! -_-; Kill the dude
    and finally jump onto the block. Notice the third floor scaffolds. However,
    instead of leaping towards them continue beyond the block and into a drop
    down to the base. Follow that to uncover Secret #23 which gives you a Large
    Med Pack and a Small Med Pack. Return to the second floor scaffolding and
    either jump from the white block to the ledge to the walls side or jump up
    ad from below, grab it.
    
    Look at the opposite building and most importantly observe the dangling
    rope. On your side now, find the small opening in the wall. That's from
    where you'll make a jump to the rope.
    
    Make sure Lara's standing on the first square (as in adjacent screenshot) so
    that she can see the rope. Backing the wall will hide your view of the
    opposite rope thus forcing you to do a "blind" jump which is fairly
    inaccurate.
    
    Grab the rope after the jump and swing to the opposite building. Find the
    lever situated high up in the wall as you'll see in this screenshot. Jump
    up towards it, grab it and pull down to lift the gates to another area, below.
    
    Tip: This lever is not often easy to activate due probably to programming
    problems. Often it'll take several tries, even from the right spot, for
    Lara to grab it but it's worth the effort. Just make sure Lara's standing
    firmly against the wall.
    
    Drop down to the base and climb up into the jeep to exit through the gateway.
    
    LITTLE SANDY AREA WITH PILLARS AND TUNNEL Past the gates you enter a little
    shady area. Note the ledges in the wall next to the pillars. Two of these
    contain a Large Med Pack and Uzi Clips. Enter the greyish tunnel most
    preferably without the jeep since three(3) spiked balls drop down from the
    low ceiling and roll towards you. Walking gives you more time to react
    unlike the quicker jeep. Avoid the shells dropping and exploding from the
    jeep driven by the Egyptian dude.
    
    After the tunnel has been cleared, notice the holds from which the spiked
    balls fell from. The third (topmost) has a climbable side upwards. Jump up,
    grab onto it and find the midway upwards after which you have to do a
    backward jump to find yourself on a ledge with your first box of Normal
    Grenadegun Ammo which is Secret #24.
    
    Drop back down, find your jeep and drive up the tunnel to enter a canyon.
    
    CANYON WITH DEEP PITS Follow the dusty road around a bend and around your
    first pit. Avoid this and drive to the sunlit area where you must leave your
    jeep.
    
    The second pit has a set of carves scratches upon one of its sides. Climb
    down them to a crevace in the rock, above the spiky bottom. Stand below it
    and force Lara to suddenly lose hold at which point she even more suddenly
    has to grab back onto the same ledge. At this very moment you should crawl
    in to find Secret #25: a box of Wideshot Shotgun Ammo and your first quiver
    of Normal Crossbow Ammo. Make your way back up to the canyon, jump into the
    vehicle and continue the rocky journey where you'll meet up with your
    enemy's jeep. Exit the canyon.
    
    DESERT WITH LARGE DUNES From here on to the end you can just follow the
    jeep spewing shells or explore. On the way though you can encounter a
    Sniper mounted on a planky structure and do avoid the sudden drop-offs
    and deep pits scattered across the area.
    
    The exit is a pitch black cave which you should drive through.
    
    Challenge: An extra challenge that makes no difference to the ending
    whatsoever but is nevertheless exciting is to reach the exit before the
    harsh jeep of the Egyptian fellow. A spoiler that might help you is to
    take shortcuts over the dunes, which he doesn't take.
    
    Side Notes: This is the last of the jeep meaning what you did was what you
    got. However, later in the game another vehicle is accessible with very
    similar controls.
    
    There were four(4) secrets lying in wait for you in this level. Together
    with the secrets found on previous levels, you must now have 25, that is,
    if you've collected them all. View them in your Statistics window which can
    be seen if you press "P" on your keyboard.
    
    A vivid FMV follows.
    
    
    
    ******************************************************************************
    **                        TEMPLE OF KARNAK (1st time)                       **
    ******************************************************************************	
                                                                               WW7
    Level Number: 7
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    FMV: Lara speeds over the dunes, finally arriving at the ruins of an ancient
    temple. The jeep unfortunately crashes into a protruding rock when Lara swerves
    to stop.
    
    Our heroine observes the lone towers, before proceeding upon her journey.
    
    The jeep has suffered heavily from the crash and is unable to serve you any
    more purposes. Head over to the wall, between the towers. Jump from ledge to
    ledge until you reach the top from where you can draw out your pistols and
    fall safely down.
    
    SANDY COURTYARD WITH CENTRAL PILLAR Kill the two Black Scorpions that come to
    attack and pick up the Small Med Pack lying in front of the pillar.
    
    Black Scorpions: These are a dark, black variation of the earlier species.
    They act pretty much the same but their fangs now secrete a toxin when in
    contact, meaning that Lara'll get poisoned. The poison only wears off once a
    Med Pack's been used to completely fill her health bar. The poison slowly laps
    up her health, causing a nasty visual condition, until it empties and she dies.
    
    From here, several interconnected levels begin, in each direction. Navigating
    around might be a tad confuzzling but it's nevertheless enjoyable.
    
    First of all, head towards the three entrances in the wall to the left of
    your starting point. Enter the middle one only. Climb the ledges up to the
    top, roof parts to find and collect a Small Med Pack, Uzi Clips and a box
    of Wideshot Shotgun Ammo scattered all over the place. The dropoff between
    the ledge with the uzi clips and the wideshot shells is where you should go
    down to. From there, drop down the hole in its floor. Crawl to enter a room
    which is Secret #26 and as soon as you stand up, draw out your pistols to
    kill a Black Scorpion. Proceed further into the room and shoot down a large
    pot mounted on one of the corners to find a box of Normal Shotgun Ammo in
    its place. Pick that up and enter another room through the nearby doorway.
    Three Black Scorpions come out to greet you. Quickly shoot them down to
    avoid the situation getting nasty. Four out of the six pots mounted on the
    blocks adjacent to the walls of the room are breakable. Once shot down
    they'll reward you with Flares, Uzi Clips, a Large Med Pack anda box of
    Wideshot Shotgun Ammo. A real treasure room! From here, return back to the
    area with the central pillar and continue to the opposite side (the one
    with walls of rock and a small interconnecting ledge.) Jump onto the ledge
    and from that place you can jump up, grab and pull up to a ledge above.
    From that walkway jump onto the sandy side of this new roofless area and
    walk around it until you reach the walkways above the base are below. Pick up
    the Small Med Pack on one of the rocks nearby, a box of Normal Shotgun Ammo
    and Uzi Clips. Drop down safely to the sandy area below.
    
    Challenge: Make Lara run atop the interconnecting ledge and from its right
    corner perform a jump that will land her on the higher, sandy side of the
    room and not on the sloping sides that will slide her down.
    
    Proceed from one of the entrances below to enter a vast room.
    
    LARGE ROOM WITH 2 PITS AND COLUMNS This is quite a large room. It consists of
    two wide pits with swingable bars above them. Between the two pits are a set
    of stairs going down to a ceremonial pot. First of all though you can make
    several easy pick-ups. One of the pits has a Small Med Pack lying at its
    base, together with a Black Scorpion. The other has another Black Scorpion
    but no item. Anyhow, close to the pit without a pick-up, there's a small
    crawlspace in the wall (see screenshot.) Climb inside and crawl
    to Secret #27 which awards you with two sets of Uzi Clips and Flares. Boy,
    the beginning of this level's been quite rewarding...
    
    After all these pick-ups find the swingable bars above the pits to traverse
    across. After landing from the bars above the pit with the med pack, a Black
    Scorpion pops out of nowhere so do make sure Lara drops onto the greyish
    ledge from where she can aim at it safely.
    
    Either side you took, press the grey, slab-like button on the wall. This
    triggers a previously closed door right behind Lara's current position to
    unlock and open. Traverse back across the pits to the now opened door. Walk
    inside and reach into the niche.
    
    FMV: The ceremonial pot at the bottom of the set of stairs drops down to
    reveal a drop below. This also causes a Black Scorpion to emerge.
    
    Exit this room via the route you entered.
    
    I suggest if you haven't already done so to drop down into the subground
    short passage with a bluish low (next to the secret) from where you can
    access a box of Flares and a Black Scorpion. Once back into the sandy
    area, return back to the courtyard with the pillar.
    
    SANDY COURTYARD WITH CENTRAL PILLAR As in the image to the left, you can
    jump from ledge to ledge to the top of the roof part of one of the
    entrances you haven't explored yet. Atop is a box of Wideshot Shotgun Ammo:
    humble but sweet.
    
    PASSAGE WITH TILE, POTS AND DEEP POOL OF WATER Proceed into the entrance
    with columns. As you walk past note the bluish tile built into the wall
    close to two unbrealable pots. Further up the ramp ahead of this tile, Lara's
    head will tilt to face the top of this new room. This gives you a clue that
    she has to go up which is what you make her do. Pull up to the room above.
    Here, there are three parts, separated by a dropoff below. The one you're
    standing on as you have climbed to this area leads to two pedestals, blocked
    by closed gates. Across are two oppositely built niches which Lara can reach
    in to trigger the opening of each of the closed gates respectively. Across
    from the two niches lie Uzi Clips and a box of Normal Shotgun Ammo. Jump
    back to the now opened gateways. One contains a Small Med Pack and a Shotgun
    or Normal Shotgun Ammo while the other one awards you with the First Canopic
    Jar.
    
    FMV: A detailed view of the LARGE ROOM WITH 2 PITS AND COLUMNS and of its
    characteristics, which you have already gone through.
    
    LARGE, DEEP, UNDERWATER NETWORK OF PASSAGEWAYS Continue further into the
    passage once you have descended from the above level and dive into the pool
    of water. Swim deeper and deeper but before you enter a passage from it,
    find the box of Flares on the very bottom. Enter the underwater passage until
    you reach a carved plate blocking your way.
    Note: These plate-like tiles are actually underwater doors which Lara can
    manually open using "Action" right in front of them. This is the first of
    several more such doors which you'll encounter further into the game.
    
    Open the underwater door and swim forward until you see an open square in the
    ceiling. This can act as a breathing hole for Lara to regain her oxygen.
    Also, if from the surface you pull up onto the ledge you'll have uncovered
    Secret #28 which gives you Uzi Clips and Normal Crossbow Ammo. Dive back
    into the water and continue into the irregularly built passage until you
    reach a straight section with current which forces you back. You can't
    proceed any further from here but you can attain Secret #29 which you can
    reach by swimming into the wedge shaped opening in one of the walls.
    
    This entry's difficult so try to enter by swimming close to the ceiling and
    into the opening without wasting precious time. Inside you'll find lots of
    goodies: a Lagre Med Pack, Uzi Clips, Wideshot Shotgun Ammo and a quiver of
    Poison Crossbow Ammo. If you've done all this in good time, you'll have
    enough air to swim out of this secret chamber and to the opening in the
    ceiling from where you can replenish your air. This was the maximun you could
    do so far so return back to the main passage, past the area with the pillar,
    over the interconnecting ledge and into the LARGE ROOM WITH 2 PITS AND
    COLUMNS from where you can now drop down from where the ceremonial pot once
    stood.
    
    CEREMONIAL CHAMBER WITH CHANNELS OF WATER The fall, when even done safely,
    cuts a bit off Lara's health.
    
    Observation: Observe the items and statues inf ront of you. There's the
    ceremonial pot. The tubes that look as if the bowl's got a bull's horns are
    actually there to empty a liquid into the pot itself from the statues' mouths
    when a mechanism is triggered only once two Canopic Jars have been placed in
    the receptacles behind the sitting statues.
    
    Place the First Canopic Jar in one of the receptacles.
    
    FMV: The bluish tile in the wall you observed earlier in the passage with
    the deep pool of water now opens up
    
    Pick up the Large Med Pack placed on a ledge nearby. You can swim in the
    watery parts of this room but remember that for now, you can't reach parts
    you see in the distance since there's a very strong underwater current to
    prevent you from skipping several levels. However, there are two underwater
    boxes of Normal Shotgun Ammo. Exit this room via the crawlspace high up in
    one of the walls close to the receptacles (see screenshot.) It'll lead you
    to the little sandy area before the LARGE ROOM WITH 2 PITS AND COLUMNS amd
    you can also pick up Flares on the way, found in a darkened corner that
    anyone's likely to miss out.
    
    Cross all the rooms and passages until you end up facing the now opened,
    bluish tile. Enter and exit this level.
    
    Side Notes: This was the first of several interconnected levels. This means
    that you'll be returning to this level once again. This ancient complex can
    be very confusing but rewarding...
    As you might have noticed, this level was a very item rewarding one for one
    reason only: you'll be wasting huge amounts of ammunition from now on.
    
    There were three(4) secrets lying in wait for you in this level. Together
    with the secrets found on previous levels, you must now have 29, that is, if
    you've collected them all. View them in your Statistics window which can be
    seen if you press "P" on your keyboard.
    
    
    
    ******************************************************************************
    **                    THE GREAT HYPOSTYLE HALL (1st time)                   **
    ******************************************************************************	
                                                                               WW8
    Level Number: 8
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    Lara starts this level sliding down the steep slope on one side of this room
    from the previous level which you exitted via the bluish tile. Exit.
    
    SANDY, OPEN ROOM WITH IRREGULAR BLOCKS OF STONE Pick up the Normal Shotgun
    Ammo on one of the ledges. Sadly, there's no other pick-up here but there is
    a box of Flares and a Small Med Pack in the darker part, the one with the
    pillars, to the side of this larger area along with two Balck Scorpions.
    
    ROOM WITH LOW CEILING SUPPORTED BY NUMEROUS PILLARS AND SECOND LEVEL Proceed
    now, into the opening at the opposite wall of the pick-ups' side. Explore,
    to find two Black Scorpions at your heels. Find the three near ledges at one
    side of this area which you should climb upon to reach the above floor.
    
    A Black Scorpion comes up. Pick up the Uzi Clips and soon after, another
    Black Scorpion appears. Close to that is a free box of Wideshot Shotgun Ammo.
    Find the lighter side of this above room to the place that overlooks the
    bottom area. Above, you'll see traversable bars. Follow them to their end
    and drop down to one of the two landing ledges. Opposite each of these ledges
    are two balconies which can reward you with a box of Normal Shotgun Ammo and
    the pitch-black dark one with Flares. Return back to the two ledges and jump
    towards the one facing a more brighter, sandy ledge which, if followed, will
    lead you to Uzi Clips and a Small Med Pack. Once you drop down to the passage
    below, or you've followed that same passage from the base of the darkened
    room you were before in, you'll end up in the same place from where you ought
    to continue.
    
    FMV: Two jeeps come to the sandy dunes where Lara first arrives and inspect
    the crashed vehicle. Von Croy soon follows in his chrome-plated limo, steps
    out, and gruffly orders his men in the jeeps "After her!"
    
    Glitch: If you jumped towards the gaping pit before the FMV, Lara'll
    miraculously appear back on the sandy area, from where the cut scene starts,
    unhurt.
    
    Although it looks impossible, this pit is actually small enough for Lara to
    jump over and grab. That is, if she's at full speed and jumps right off the
    edge of the little pronounced snady ledge over the pit itself. A grab in
    necessary. You may have to save the game before trying to cross this.
    
    Once the jump's been accomplished follow the route to a small area with
    another set of irregular blocks upon the sandy floor. Exit and enter a now
    closed tunnel. From the entrance, jump to Lara's left to find a Small Med
    Pack and Uzi Clips. After that, exit the level down the sliding ramp a
    little further into this passage.
    
    Side Notes: This was the second of several interconnected levels. This means
    that you'll be returning to this level once again. This ancient complex can
    be very confusing but rewarding...
    
    There were no secrets to be found in this particular part of the level which
    means that by now, if you took time to collect them all, they'll be
    twenty-nine(29). To view them, open the Statistics section one you've pressed
    the button "P" on your keyboard.
    
    
    
    ******************************************************************************
    **                          SACRED LAKE (1st time)                          **
    ******************************************************************************
                                                                               WW9
    Level Number: 9
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    The adventurous Lara Croft is met with the ancient sound of the abandoned
    ruins... -_-;;
    
    IMMENSE SACRED LAKE AREA WITH CROCODILES Proceed out of this room and into
    the open. Rest Lara for a couple of seconds in front of the square bloack
    with a Small Med Pack lying on top of it. Take out a weapon for a Crocodile
    lumbers towards Lara quite soon.
    
    Crocodiles: These amphibious creatures are relatively quick attackers and are
    very dangerous. Be sure to spot one from a distance to have enough time to
    load a gun in order to take them down fast. They cannot climb higher areas.
    
    Once the croc's being taken care of turn in the opposite direction, towards
    the dark corner. Two Bats flutter from the shadows. Take them out with the
    pistols since they have unbeliebably good evade to arms. Proceed into their
    dark corner for fun since there's nothing there.
    
    Reach the water-filled areas.
    
    Tip: Now, the water's infested with Nile crocs so before venturing in, try
    and shoot down some of them from high, dry areas. Alternatively, to lure
    them to come closer to you, briefly dive into the water. Wait for some to
    come your way and swiftly climb ashore from where the shotgun comes in action.
    
    There are three Crocodiles in and around the water which will come to attack,
    at this point of the game. When the coast is clear, dive into the water,
    after having noticed the crawlspace high up int he rock closeby (above land,
    not water), and continue to a sandy bank. Get out of the water at that point
    and follow it to an entrance surrounded byt greenish-brown blocks.
    
    VAST ROOM WITH COMPLICATED DESIGNS IN ARCHITECTURE AND POLES Now, once
    you've entered the room a Bat flutters. Another Bat appears if you walk to
    the left side of the room. This room has three(3) openings into the floor.
    Two of these (the long, rectangle shaped) are once that lead to death. The
    one at the back of the room is the one you should drop down into a safe,
    dark area with steps.
    
    This area overlooks the huge area before you. The two blocks at either sides
    of the walls while you're overlooking the vastness are once that'll slide
    Lara to her doom. So, this leads us to the conclusion that she should
    continue by sliding in between the two blocks. Save before attempting.
    Lara'll slide for a few moments then, at the point where you can't see any
    more steepness, that is where there's a sharp dropoff, you have to jump
    forward and grab the climbable pole. Phew! Alternatively, let her slide from
    the dropoff and onto the ledge where the pole starts from. Save again. You
    can now clamber upwards. While doing so, notice the ledge to one of Lara's
    sides from which another pole has grown out of. To access that ledge from
    the pole you're climbing, position Lara's back to face the ledge and jump
    backwards. This means that you should be looking in the opposite direction
    of the ledge you have to land on.
    
    Once on the ledge, climb the second pole to the point where it ends in an
    overhead block. There's a landing ledge here so once again position Lara to
    face the opposite direction of the opening and jump backwards. In order to
    avoid hitting the block at the top of the pole and misdirecting the fall, let
    Lara slide a few metres below that.
    
    Continue into the crwalspace. At the end crawl backwards to fall out of the
    crawlspace and walk into another room. Pull the chain down.
    
    FMV: A gate in the large pool of water in which you previously swam in opens
    up. A crocodile's seen.
    
    Exit this room and continue back through the crawlspace. Drop down to the
    ledge above the massive room and you might as well save the game. Now, look
    over to the empty space behind the block bearing the starting point of the
    first pole. Position and aim Lara towards it since she'll have to jump into
    that in order to exit this area alive. A running jump is well neede for that
    and you must make sure that on take off, she doesn't bang her head onto the
    ending block of the second pole above and lose her momentum.
    
    Challenge: A challenge that is quite worth it is to dive from the ledge into
    the hole accurately. This doesn't mean the standard jump and fall through but
    an actual dive from what you might picture if you knew the meaning. No
    offense, but the real dive in TR is one that uses "Shift" to be pressed as
    soon as Lara jumps forward. Look at the screenshot to the right which
    displays a perfect looking one.
    
    At the bottom of the hole is the surface of the water covering a part of the
    room. At the bottom is a Small Med Pack. Follow this small passage into the
    pool that is emptied into from the steep slides above. Pick up the Flares
    and exit via the small entrance to a long tunnel upwards which leads into
    the main sacred lake.
    
    Glitch: Dunno whether this is a glitch or not but it does interfere wrongly
    with laws of physics which I must not go into detail at the moment. What I
    mean is the irregular displacement of the water from the main, sacred lake
    into the pool of water below all the steep surfaces in the VAST ROOM WITH
    COMPLICATED DESIGNS IN ARCHITECTURE AND POLES. If the physics were correct
    then the water level should have been several leagues higher than it is since
    the two bodies of water are connected. *sees many brows rising* XD I was
    never good in physics, honestly!
    
    IMMENSE SACRED LAKE AREA WITH CROCODILES Once again back at the sacred lake,
    two Crocodiles appear since you released them from their lair in the middle
    of the lake when you opened the gate. Kill them and proceed into the now
    opened gate. Climb up onto the dry banks of this room to find a Small Med
    Pack and two boxes of Normal Shotgun Ammo. Jump back into the water and
    notice the two exits in the pool's bottom. One leads to an undrwater gate,
    locked up. The other is blocked by a stone cover which opens up once you
    pull the underwater lever situated beneath a block. Look around and you'll
    easily see it. Follow the now opened underwater passage to a carved plate
    which you can open up. Return back up to the surface, take deep breath and
    dive back into the tunnel. It's quite long and must be swam through
    speedily. At one point you'll reach a fork. Take the right route into a
    small, narrow passage which empties into a small chamber with a Large Med
    Pack and a pocket of air above water. Use this to replenish Lara's oxygen
    supply.
    
    Return back to the fork and now take the passage going upwards.
    
    UNDERWATER ROOM WITH MIRROR Swim boldly into this room only to be met with
    your own reflection in the opposite wall which is actually a large glass
    mirror. In the ceiling there's a cleverly diguised breathing hole which also
    leads into a passage. However, to locate it is not an easy task. Just probe
    all the ceiling spaces for one Lara can come out of.
    
    Tip: If you have trouble finding it, look at the wall of mirror. The mirror
    displays the whereabouts of the opening quite clearly.
    If you still can't locate it, switch to Software mode in the Options Menu
    before loading the game. As in the screenshot, the graphics in software
    mode, which display the opening sufficiently, aren't as good as those in
    the harware mode.
    
    Otherwise, have a good look in the mirror where the exact location of the
    breathing hole is seen undisguised.
    
    Pull up onto the landing ledge and walk into a small room with a pedestal.
    Claim the Second Canopic Jar from it and pick up the two sets of Uzi Clips
    in the corners of the room.
    
    FMV: The gate blocking the underwater passage in the room from where you
    entered this passage lifts to allow access.
    
    Jump back into the water of the room with the mirror and return all the way
    back to the central room in the sacred lake with the underwater switch. Head
    into the other opening into the pool's bottom, past the now opened gate. Let
    the current carry you into the next level.
    
    Side Notes: This was the third of several interconnected levels. This means
    that you'll be returning to this level once again. This ancient complex can
    be very confusing but rewarding...
    
    There were no secrets lying in wait for you in this level meaning that you
    should still have twenty-nine(29) out of seventy(70).
    
    
    
    ******************************************************************************
    **                        TEMPLE OF KARNAK (2nd time)                       **
    ******************************************************************************
                                                                               W10
    Level Number: 7 (second time)
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    You start off underwater, contnuing down the long passage from the previous
    level, the current carrying Lara along. Find the opening in the ceiling where
    you should pull up.
    
    Jump up and grab the next two ledges after which you can fall freely to the
    base of a room you've been to before.
    
    CEREMONIAL CHAMBER WITH CHANNELS OF WATER Yep, that old room. Now that you've
    got the second Canopic Jar, you've got an artifact to place in the second
    receptacle. Do so.
    
    FMV: A green liquid pours from the two tubes into the ceremonial pot which
    tilts over to spill the liquid into a sleeve of water.
    
    Go to the waterfilled parts of the room. Jump into the water only to...
    what!? the water is solid and walkable!
    
    Amazing, but true. Walk around and climb onto the small pronounced area with
    a statue of a god. There's Uzi Clips behind his back. Pick them up.
    
    Bug: Placing the second Canopic Jar into its receptacle for the first time
    might prove unsuccessful. Try placing it again and it'll do so. This bug has
    no apparent effect further into the game whatsoever.
    
    Follow the passage to its end where you have to pull up. Notice the
    electrical bolts above, into the air. These come from two pillars in the
    next area.
    
    AREA WITH TWO ELECTRIFIED PILLARS AND POOL WITH CROCODILES Enter this area
    from one of the openings in the wall. Immediately take out a weapon for
    three Crocodiles lurk dangerously around the area. Once the coast is clear
    dive into the pool of aquamarine water and pick up a box of Normal Shotgun
    Ammo on the bottom. Pick up another box of Normal Shotgun Ammo on one of
    the water's edges after which dive back in again and head for the small, low
    passage just below the above pillars. Swim into it and keep stroking until
    you can pull up into a new, small room. Press the button in the opposite wall.
    
    FMV: A view of the previous area, with the electrified pillars. Suddenly,
    the blkack mesh surrounding the little space between the two solid structures
    drops down to reveal a pedestal.
    
    Drop back into the water and follow the channel back to the room with the
    two pillars.
    
    Climb out of the water and pick up, firstly, the Hypostyle Key and the
    statuette of the Sun Goddess. Exit through one of the passages you entered
    this area from (the one that has a block below it.) Follow the passage
    back into the CEREMONIAL CHAMBER WITH CHANNELS OF WATER and exit via the
    small crawlable ledge in one of the sides of the room (close to where you
    placed the first Canopic Jar). Follow the route which you have already taken.
    At the end is a just-arrived Sniper coming from the ROOM WITH TWO PITS AND
    COLUMNS If you like killing as much as possible, finish off another Sniper
    in that same large room. Exit that room to the snady area to be met with
    another two Snipers. Pheww! Jump into the interconnecting passage to the
    SANDY COURTYARD WITH CENTRAL PILLAR: the beginning of these interlaced
    levels. Here you'll be met with yet another Sniper performing his antics
    in the passage with columns. Kill him and enter it. Exit this level by
    again entering the opened bluish tile that you opened a while ago.
    
    Side Notes: Now that you've accomplished several of these interlaced levels
    you must be starting to get the hang of it. You must finish this level with
    the Sun Goddess and the Hypostyle Key in order to avoid huge backtracking.
    
    There were no secrets lying in wait for you in this level meaning that you
    should still have twenty-nine(29) out of seventy(70).
    
    
    
    ******************************************************************************
    **                    THE GREAT HYPOSTYLE HALL (2nd time)                   **
    ******************************************************************************		
                                                                               W11
    Level Number: 8 (second time)
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    You find yourself back at the beginning of the old hypostyle level. Climb
    into the exitting passgae and into the sandy area.
    
    SANDY, OPEN ROOM WITH IRREGULAR BLOCKS OF STONE A new kind of baddy attacks.
    These Robed Fighters are quite common around here so be on your guard at all
    times.
    
    Robed Fighters: These species of Von Croy's mercenary warriors are black with
    red stripes and represent what people call, a samurai. =P They do not possess
    any arms but what they can do is charge at Lara, often damaging them with
    their long, razor-sharp blades which they otherwise use as an attacking or
    defensive means. A few moments after you fire at them, they'll start swishing
    them in a circular motions, deflecting any ammunition. For this very reason,
    an easy way to take care of them is to start firing at them with any weapon
    at a distance. Once defending themselves, roll backwards and roll again to
    face the guy. He'll be now prone to attacks. Repeat until his rather long
    life expectancy ends. I tend to use only pistols when taking care of a lone
    one. The reason: you'll lose vital ammo otherwise and anyway, although slow,
    you will kill them without them harming you. Note that once they swish their
    blades, they won't move. Also, they might carry uzis with which they shoot
    from a distance.
    
    Once you kill him, pick up the Uzi Clips he dropped. Exit through the small
    entrance in the wall. Another Robed Fighter'll attack. Kill him and exit,
    following the sandy passage. Around the next corner two Robed Fighters
    charge. This might be a little difficult. After all the commotion, you might
    need some healing.
    
    Jump over the large pit to find yourself in a small, open area with irregular
    blocks. Find the newly opened crawlspace in one of the corners. (This was
    not there the time you first passed through this.) Crawl through and follow
    the passage until you reach a closed door. The small square object on the
    wall to the right is a lock where the Hypostyle Key goes. This unlocks the
    closed door.
    
    THE MAIN HYPOSTYLE AREA (one third) Enter and two Robed Fighters attack. One
    charges from a doorway nearby while the other is positioned on several
    blocks. Kill them as quickly as possible for if you don't, they'll pick up
    some items that orginally lied on the ground such as a Small Med Pack on
    one of the irregular blocks and and Uzis (or Uzi Clips if you already have
    it) and use them for their own purposes.
    
    Tip: I tend to kill the one coming from the opening in the wall (doorway)
    first since he'll be the first to pick up the small med pack and then I
    finish off the second, holding the uzi guns. He drops them wherever he falls
    dead.
    
    Once everything's cleared, note the openings in the walls and the swingable
    bars overhead, leading to a passageway accessible only from there. However,
    for now, just go through ether of the passageways in the base of the room.
    
    THE MAIN HYPOSTYLE AREA (two thirds) This is as area roughly the same size
    as the previous part of this Hypostyle Hall. However, it's got giant pillars,
    holding up yet another elevated set of traversable bars. Again, note that
    the bars start from a passage in the wall that separates this second part
    from the first part of this area. There's a box of Normal Shotgun Ammo on a
    crooked ledge below the network of monkey swings. A Robed Fighter attacks.
    Find an almost hidden opening in the wall behind where the assassin was),
    reached by jumping over a small, steep edge in the wall (not the one
    separating this and the previous room), to find a Large Med Pack lying
    innocently in the floor. Jump back out from that space and exit through
    another passage, leading out of this area, to the third part after noting a
    vertical , self standing pillar, not supporting the above network, with a
    large stone ball resting atop it.
    
    THE MAIN HYPOSTYLE AREA (three thirds) This is the final part of the
    Hypostyle Hall. As soon as you enter it, a Robed Fighter attacks. Take
    care of him and proceed into the room, noting the last set of monkey
    swings high above. Pick up the Flares and return back to the first third
    of this area.
    
    THE MAIN HYPOSTYLE AREA (one third) Look above to see three elevated,
    narrow parts just below the monkey swings held with columns on them. Find
    the rigid blocks which if climbed upon, lead to a small square landing.
    From here you can jump up and grab onto the bars. Traverse across to the
    passage in the wall which you had previously noted of. Drop once into it
    and cross it.
    
    THE MAIN HYPOSTYLE AREA (two thirds) This place overlooks the whole area
    except the above level which can be accessed via the network of traverseable
    bars. Find the small square ledge just to the left of the opening into this
    room where Lara's standing. Carefully jump to that and back Lara against the
    wall so that she's facing the opposite side of the room. Run to the edge
    and jump right off to land onto another square ledge. From here, jump up and
    grab the bars. Cross the room monkey swinging, taking note of the panel that
    blocks your going to another swingable bars. Traverse all the way into
    another high passage leading out of this room.
    
    THE MAIN HYPOSTYLE AREA (three thirds) Cross the interconnecting passage to
    overlook the third part of the Hall. Jump up to grab onto the final set of
    monkey swings. As quickly as possible, traverse across to the long ledge on
    one of the small sides of this room, where you can let go off the bars.
    Immediately as you drop, take out a weapon, turn around to face the monkey
    swing you just crossed and fire at the traversing Robed Fighter that comes
    up. As his hands are in business, he won't harm you until he drops down to
    where Lara's standing. He's very prone to gunshots then but do take care to
    kill him swiftly since you don't want any mess once he drops down. If he
    meets you on the bars, he'll push you off.
    
    Jump up and press "Action" to pull the lever on the wall.
    
    FMV: A familiar tune plays and the brown panel blocking a part in the
    traverseable bars rises upwards, allowing access to further swinging.
    
    Start monkey swinging yet again, back into the middle area.
    
    THE MAIN HYPOSTYLE AREA (two thrids) Cross that bars all the way to the
    black, lifted panel. Swing below that too and drop down to a greyish ledge.
    Take out a weapon, swiftly turn around and shoot down a traversing Robed
    Fighter that comes up. Note where he falls. Pick up the Uzi Clips close by
    and climb onto the opposite block. From there jump onto the ledges, which
    are actually the walkable upper side of the monker swings below.
    
    Follow the paths to the stone ball which you saw earlier, sitting atop a
    column. Take out your pistols and shoot squarely at it. This will amazingly
    cause it to fall off the column and miraculously break the stone floor down
    below.
    
    Make your way back from where you can safely drop down to the base without
    damaging your health. Pick up the Wideshot Shotgun Ammo dropped by the dead
    assassin that came traversing across. Drop safely through the hole in the
    floor the ball created to find yourself in a room with it.
    
    TUNNELS AND CHALLENGE WITH COMPASS NEEDLES Find the opening in the wall
    from the room with the ball which leads into a low, crawlspace. Inside
    there'll be Uzi Clips so pick them up. Return back to the room with the ball
    and exit through the other passage, up several climbs until you find yourself
    in a small, passage with two openings leading into one room to the left.
    Enter through either opening into a room with a small pillar in its centre,
    its top being a fluorescent aquamarine pyramid. Notice the chain close by
    which Lara refuses to pull. Before reading further, save the game and look
    at the diagram to the left.
    
    From this central room, three others, at about the same size, are to be
    reached through three openings in this chamber's walls. Now, enter the one
    in the wall to Lara's right first (as you enter this central room) by
    climbing the short set of climbable rungs to reach the opening to the room.
    Inside, you'll see a giant pin-like structure, elevated into the air by a
    support in the ceiling. Notice that one end, this pin has red bands and is
    pointy while the other is totally blunt. The whole pin should be rotated so
    that the pointy end points towards the aquamarine pyramid in the main room's
    centre. However, the tip ain't in that position which means that you'll have
    to find a way to rotate it.
    
    Drop down into the room to find Uzi Clips onto one of the darkened ledges.
    Exit back to the central room and enter the middle room with a pin (the one
    opposite to the chain.) There you'll find Flares as well as a box of Normal
    Shotgun Ammo. Exit. The remaining room with the third pin awards you with
    nothing so head out of the room altogether and continue down the passage
    behind the central room. Follow it to its end and jump up to grab the
    climbable rungs in the wall above the ceiling which you'll observe at first
    sight. Climb all the way up. Pull up and you'll find yourself in a room with
    the first rotating lever which is needed to place the pin in the first of
    the three rooms down below which you explored. If you remembered the
    positions of all three pins you'll have an easy time.
    
    Tip: The stick which allows the rotating levers to move clockwise or
    anticlockwise is always pointing into the direction into which the tapering,
    red-banded point of the pin below also points to.
    
    Now, position Lara against the rotating stick and turn it clockwise to one
    position meaning that Lara pushes it only once. -_-;
    
    Proceed out of this chamber and into the next through the small, stepped
    passage. This second rotatable lever you should push in any direction, for
    two places meaning that the final, and correct result would be the stick
    facing exactly the opposite direction than before you rotated it.
    
    The third, and final, rotating lever can be a little more confusing.
    However, push it anticlockwise one position and you'll have done wisely.
    
    Return back to the first room with the rotating lever and safely climb down
    the climbable wall. Return back to the central room with the aquamarine
    pyramid and pull the chain. If you did everything correctly, that is if
    you solved the puzzle according to what's written here, she'll happily pull
    it down. Nevertheless, if she again refuses, consult with the pins and their
    positions which you should record and try again.
    
    Tip: Another helpful tip with the sticks protruding out of the rotatable
    levers is to let them point to each other, while in the rooms. The rooms,
    as you might have noticed are right above the chambers with the pins. If
    you have a good sense of direction, you'll notice that the sticks can be
    used instantly to determine whether the puzzle is correct. They, as the
    pins down below, should be pointing in the same direction. Trust me,
    although it sounds confusing, you'll be amazed at how easy it is when you
    try it out.
    
    FMV: Each of the correctly positioned pins are locked and a current is
    passed through them. This shoots out as electric bolts from their tippets
    which meet at the aquamarine pyramid and shatter it to pieces.
    
    Now that the pyramid's gone pick up the Sun Disk on top of the pillar where
    the glassy structure stood. Picking it up causes a trapdoor to openjust
    below the base of the entrance to the centremost room with the pin. Drop
    down through it to the end of the Hypstyle level.
    
    Side Notes: Ending this level means that you got the Sun Disk. You're nearly
    through this whole Karnak temple so keep up the good work. :P
    
    There were no secrets lying in wait for you in this level meaning that you
    should still have twenty-nine(29) out of seventy(70).
    
    
    
    ******************************************************************************
    **                         SACRED LAKE (2nd time)                           **
    ******************************************************************************
                                                                               W12
    Level Number: 9 (second time)
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    Follow the passage until you reach a distinctive area.
    
    Note: This area was also accessible from your previous visit to the Sacred
    Lake area but which I suggested you ignore. (Remember the crawlspace high up
    in the wall that you noticed earlier?) But, previously, there was nothing of
    interest you could have done.
    
    COURTYARD WITH TWO PILLARS AND SURROUNDING MOAT Enter into this sandy area
    and three Black Scorpions attack one by one. Kill 'em all. Before going to
    the two pillars for inspection, find the hole in the gravelly floor nearby
    and crawl down through it to a small room with a Black Scorpion which you
    might have already gone to. Return back to the area with the pillars and dive
    into the deep moat surrounding them. Around the bottom, you'll find a box of
    Normal Shotgun Ammo and a Small Med Pack hidden in a small underwater
    crevasse. Surface and go forward to the little golden artifact standing lone
    between the two tall pillars. In your Inventory, combine the Sun Disk
    together with the Sun Goddess to form the Sun Talisman. This you should place
    onto the little golden artifact.
    
    FMV: Electric bolts fly out of the pillars' tips and the yellow beads in the
    walls to join. The Sun Talisman rises high above to the point where the
    currents are exchanged. Meanwhile, passages in each side of this area are
    opened.
    
    Proceed into the doorway to the right of the doorway through which you
    entered this level (the one closest to the openign in the ground.) Inside'll
    be a crawlspace with a Small Med Pack.
    
    TALL ROOM WITH WATER-COVERED BASE AND POLE Enter the one opposite the one
    with the med pack to reach a tall room with water at the base and a pole in
    the middle of it. Do not drop down into the water below because its too
    shallow and will cut down on Lara's health. Instead jump and grab onto the
    pole. From the pole, position her to be able to jump backwards and onto the
    visible ledge with the Flares. Return back to the pole and slide down to its
    base. Now, in the water you 'll find Uzi Clips, Normal Shotgun Ammo,
    Wideshot Shotgun Ammo and a Small Med Pack. In one of the two underwater
    tunnels, there'll be a carved plate blocking your way. Open it and swim
    further down the tunnel to Secret #30 which awards you with a Large Med
    Pack, a box of Wideshot Shotgun Ammo and a quiver of Explosive Crossbow
    Ammo sitting on three pedestals in a room a little ahead. Go all the
    underwater way back to the pole which you should climb onto to reach the top
    of the tall room. You can backflip onto the ledge with the flares and jump
    from there into the passage to the COURTYARD WITH TWO PILLARS AND
    SURROUNDING MOAT or, alternatively backflip a precise jump from the pole to
    the exit itself.
    
    Enter the only left unexplored doorway, opposite the one from the Great
    Hypostyle Hall.
    
    LARGE AREA WITH MASSIVE COLUMNS These columns make this place somewhat
    reminding of the Hypostyle but are twice as large. Explore. Note the
    traversable monkey swing high above, and where it leads to. You can jump up
    and gran onto it if you climb atop the several clustered blocks in the
    centre but before that, find the short cave-like crevasse in the left wall
    (as you enter the room) which contains a Small Med Pack, Uzi Clips and a
    box of Normal Shotgun Ammo. Now grab onto the monkey swing. Two Bats
    mischievously attack while halfway across. Ignore them and continue to a wide
    crawlspace. At that point, next to the wall and hanging, you should let go
    off the monkey swing and immediately grab onto the edge of the crawlspace a
    little below. Repeat if unsuccessful. Once inside the crawlspace, draw out
    the pistols and take out the annoying bats. Follow the crawlspace into a
    sloping area which epmties into two crawlspaces. The left one holds Uzi
    Clips at its end. Pick them up and enter the right crawlspace. Follow it to
    its end to find yourslef onto a ledge above the small sloping area where you
    just were. Opoosite from that, at a running jump's length, is anothe ledge.
    Jump onto that and drop onto a ledge overlooking the first floor of this
    large area.
    
    Tip: If you're having trouble with this running jump, try to press the
    "Action" key just before Lara's out of reach of the edge to grab onto. If
    you press "Action" as soon as she leaps off, she'll lost distance and not
    reach that length at all. That is a reminder that the distance shortens once
    Lara is made to try and grab hold onto something while in middair.
    
    A Bat attacks. Prevent it from pestering you any further and examine this
    area. The rest of the ledges lead to nowhere which might lead to a
    question: "Is there any exit to this place?" As highly unlikely as it
    seems a nearby ledge isn't too steep to cross over. Jump onto it from the
    side or grab hold of it after a long running jump. Pull up and two Bats
    attack. Drop down carefully below to find yourself on a ledge surrounding
    the edges of this room but exposing the drop down to a darker room below.
    Find the place from which you can drop down safely to without eating up
    damage.
    
    DARKENED ROOM, PEDESTALS AND SUNLIT OUTSIDE SANDY AREA Before exitting
    into the opening find the doorway leading to a smaller room with pedestals.
    Upon these you'll find Flares and Uzis which you almost certainly already
    have.
    
    Exit into the open, sandy area. Ruined columns line the way to a locked
    door and the end of this level...
    
    Side Notes: This was the last of all the confusing, interconnected levels.
    Eager to proceed?
    
    This second Sacred Lake level prepared you with the arms and packs needed
    ahead where you'll be battling with hardy enemies.
    
    You must have the Uzis, the Shotgun and , of course, the Pistols by now.
    If you didn't... well, maybe Tomb Raider's not the game for you. >:P
    
    There was one(1) secret lying in wait for you in this level. Together
    with the secrets found on previous levels, you must now have 30, that is,
    if you've collected them all. View them in your Statistics window which can
    be seen if you press "P" on your keyboard.
    
    
    
    ******************************************************************************
    **                             TOMB OF SEMERKHET                            **
    ******************************************************************************
                                                                               W13
    Level Number: 10
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    Now that Lara's been locked up in this ancient tomb, there's no other way to
    follow than through the tomb itself. *shudders* You won't see many dead things
    but you will encounter many challenges and puzzles here.
    
    SMALL ROOM WITH TWO POTS Shoot down the two breakable pots. Underneath them'll
    be Uzi Clips and a Large Med Pack. Slide down, deeper into the area.
    
    FMV: As our heroine slides down, we are taken to the floor of a new room
    where a horde of Scarabs materialize.
    
    Scarabs: These little brown beetles that thrive especially in Egypt were
    used to take care of accidental thieves inside sealed tombs as you might
    have seen in recent movies. These fellas though, do not appear alone but
    always travel in numerous amounts to any fresh meat available. They always
    follow you around and when they do make contact, they're devastating. No
    matter how much ammo you dump into them, they won't die. They can climb
    atop small blocks.
    
    LONG ROOM WITH MONKEY SWING AND SCARABS Swiftly avoid this army of bugs and
    find the bars build into the centre part of the ceiling in this room.
    Without conceding too much damage, grab hold onto them and traverse the room
    up to a safe ledge in an opening in the far wall. Drop down to a steep slide
    which ends into a room with a hole through which a pole stands upright.
    
    ONE ABOVE THE OTHER ROOMS CONNECTED BY POLE Slide down the pole and backflip
    onto the floor below. Shoot down two pots standing close together on one side
    of the room. The left one holds a Small Med Pack. Note the large, grey door
    in the wall between the two formerly standing pots. Find your way to the
    opposite side of the room where a flame burns from a small pedestal. Pick up
    the Torch and light it by standing Lara next to the flame and pressing
    "Action."
    
    Torch: This is something new to the Tomb Raider series. It is not an Inventory
    item since it can be used only temporarily and its main purpose is to carry
    fire from place to place although it can be used to replace flares. Often
    when you find one, there'll be a source of fire nearby for you to set it
    alight. To dispose off it, just press the button to draw a gun and Lara'll
    hurl it at a distance. It is reusable but remember that Lara can't use many
    of her actions while holding this.
    
    Drop down through the surrounding gap in the floor to the base area below.
    Hordes of Scarabs attack. Although the torch can be used to light your way,
    it does little to ward of these insects. This means that here it's much
    better to just throw it away and get on quickly with evading the enemies.
    There are three niches in the sides of this room. No matter how much you
    try, the beetles will cut a bit of Lara's health but you'll suffer much
    less if you try and gain a little bit of a distance from them when attempting
    to reach into each of the three niches.
    
    Once ready, jump and grab onto the central pole to leave those beetles to
    themselves. Climb up to the upper level. The grey door that was once closed
    has slid upwards which allows you to pass through. It slides back down as
    soon as she passes which locks her in a small room.
    
    At first sight there seems to be no exit from this but look more closely and
    you'll see that the leftmost red painted square on the wall are actually two
    doors which open up when Lara uses "Action."
    
    LARGE ROOM WITH MASSIVE SENET BOARD AND FACE CARVED INTO WALL Follow the
    passage and drop safely down the hole. Before Lara now is a massive room
    with a giant board for playing senet.
    
    Once you've dropped down, head over to the left, where there are ledges over
    the board game below which lead to a ladder. Find and climb that to
    find Secret #31: Wideshot Shotgun Ammo and a Small Med Pack. (Because the
    ladder doesn't lead directly to that ledge, you can make Lara cross to the
    right, while on the ladder. When she can't move right any more, release to
    drop down onto the Secret ledge.) Drop back down and off you go to the base
    area.
    
    Explore. You'll discover that there's a passage around the sides off this
    room, behind the reddish walls. One side opens up from below the massive
    carved head in a balcony above to the right. The other is below the balcony
    to the left which has nothing characteristic about it except a set of
    conspicious black and white rolls on a golden structure on one of its walls.
    
    For now, head into the opening below the carved face to be met by a set of
    rusty rungs in the wall leading to an opening in the above ceiling. Climb onto
    them and prroceed through, through a narrow passageway which empties into a
    large area.
    
    LARGE ROOM WITH TWO POOLS OF WATER AND FLAMING NICHES Before dropping down,
    take out any gun and shoot down two Black Dogs that chrage out of the
    darkness. Make sure you're standing on the raised structure below the opening
    to this room to avoid these predators from harming you.
    
    Head over to the other side of the room, while taking notice of the passage,
    steeply leading to a room downwards, and the central, raised area in the
    midst of this, the main area.
    
    Her, there are three flaming niches close together. Firstly, the two
    niches (1 and 3 on the screenshot) are timed, meaning that they have a
    short period of being inactive. Thus, Lara can in that short time proceed
    to them. The middle one is currently, permanently alive.
    
    Wait for the flame to subside and reach into the niche, number 1, to pull
    out a Small Med Pack. I wonder who'd put it there... Then, reach into
    niche number 3 to make the flame instantly subside in niche 2. Reach into
    niche 2 as it is now inactive to trigger a small earthquake. This
    earthquake is actually caused by a solid block shifting and revealing a
    newly opened passage. (Look to the left of the niches and you'll spot it.)
    
    Enter to be met with a room with a pool of water at its base. The solid
    block slides back into place, locking you.
    
    SMALL SUBSIDARY ROOM WITH SIX FLAMING NICHES Drop down into this small
    submerged room carefully. In the middle of it, you'll be safe. Anywhere
    else, you're grilled kebabs.
    
    Consult the diagram to the right for the identification of each of the
    niches. Carefully walk past the flames and reach into niche 3 (the one
    that's inactive) to find a box of Normal Shotgun Ammo. Behind that, wait
    for the flames to subside ad reach into niche 6 which contains a Small Med
    Pack. Coolly stand back and wait for the flames to pass yet again. Then,
    in the same niche (number 6), pull yet again.
    
    FMV: A set of golden, foldable, runged walls rises upwards to form a tall
    standing rectangular cuboid in the main room behind.
    
    By now, niches 3 and 6 must be flaming no more and permanently inactive.
    Head over to niche 1. Pull in to trigger niche 5 to stop it flaming too.
    
    When niche five is no longer active, reach in and trigger niche 4 to also
    permanently cut smoking. Now the whole right wall (niches 4-6) must be
    dark since none are active.
    
    No other choice left, so reach into niche 4.
    
    FMV: A second set of golden, foldable, runged walls rises upwards.
    
    Note: Note that the first golden, foldable and runged cage-like cuboid
    was optional and does not contribute in any way to solving this niche puzzle
    in any way. However, it is needed to reach a secret later on. The second
    one, which you just triggered, is a must if you intend to proceed into the
    game.
    
    Finally, reach into the partly flaming niche 2 to trigger a small tremor.
    This is an indication that somewhere a solid block had again moved.
    
    Since this hot puzzle's been solved. Climb up onto the ledge overlooking
    a deep pit below. Find the monkey swing above and traverse above the deadly
    drop. This leads to a landing and out into the LARGE ROOM WITH TWO
    
    POOLS OF WATER AND FLAMING NICHES. A solid block had been, before niche 2
    was triggered, obstructing this exit.
    
    LARGE ROOM WITH TWO POOLS OF WATER AND FLAMING NICHES Walk towards the
    golden cage-like structure to Lara's right as she enters. From a little,
    raised ledge, jump up and grab the cuboid's edge. Pull up. From above,
    you'll notice that the central part of this, the main area, has an accessible
    ledge only after a running jump. Do so even though its a bit tough since
    you're jumping from an angle that hides the landing ledge. At last, go to a
    flaming niche. Wait for it to stop burning and reach in.
    
    FMV: Two flames stop burning in a room (which is actually led to by the
    depression in the floor below) while a third also cuts out to reveal an
    artifact on a pedestal.
    
    If you took time to trigger the other golden cage to slide up, drop down
    safely to the base floor below and climb onto it. At the top, look at the
    opposite wall (the one in the central part of the room) to see a set of
    ladders. Run, jump and grab hold onto them. Cross to the right, past the
    corners until Lara can pull up into a ledge. Thus, Secret #32 is attained.
    It consists of Wideshot Shotgun Ammo and a Large Med Pack. Drop back down
    carefully after having gone to the bottom of the rungs.
    
    Head into the depression. Pass the openings in the walls from where a pair
    of flames made access impossible. Pick up The Rules of Senet inscripted
    in a grey plate.
    
    FMV: Two ceiling doors open down. These two are the ones that once stood
    closed below one of the two balconies in the room with the giant board game.
    
    This whole room had been completely dealt with so exit through the passage
    leading from the giant senet room.
    
    LARGE ROOM WITH MASSIVE SENET BOARD AND FACE CARVED INTO WALL Because you
    triggered two ceiling doors to fall open, head to the passage below the
    other, opposite balcony. Climb up this second set of rusty bars to the
    balcony overlooking the board.
    
    THE SENET GAME If you make nothing of the rules on the tile you found a
    while ago or if you play it, and still don't get the hang of it, I suggest
    you read my guide. [will come later]
    
    FMV: The giant face of Semerkhet on the wall above the opposite balcony
    seems to awaken and protrudes queerly. It subsides.
    
    Now is your turn to play the game. Spin the bars on the golden tool on the
    left wall. The number of white sides showing is the number of spaces your
    pieces, chosen by the colured pads on the floor, will move.
    
    Challenge: As impossible and time consuming as it might seem, a worthy
    challenge is to beat him without having any of his pieces ended the game.
    
    Depending on whether you won or lost, you'll have to take two different
    paths to the end of the level. The first part is dealing with the path if
    you won.
    
    WINNING THE SENET GAME Five(5) golden cage-like structures which you saw
    earlier rise from the former senet board spaces with the ankh characters.
    Exit the gaming balcony and go towards the beginning of this room (from
    where you first entered). From one of those raised ledges, you can jump
    onto a cage and cross the room by hopping over each one of them to the
    other side. These jumps must be taken while Lara's running and can be
    quite tricky. Don't worry, she won't hit her head on any of the obstructions
    on the ceiling.
    
    Glitch: The bars and the rollers you used to play senet from the balcony
    have magically disappeared. This might not really be a glitch and doesn't
    contribute to the game any further effects.
    
    Enter through the passage and follow each of the large corridors to
    depressions at their ends. Drop down into them.
    
    NETWORK OF POORLY LIT UNDERGROUND PASSAGES The mood this place creates is
    kind of grave. This indicates that there might be dangers ahead. Take out
    a weapon for as soon as you near two large, whitish plates in this
    corridor, they burst open and two Black Dogs appear in a bloody frenzy.
    Head into the newly opened room and into the passage leading down from it.
    This leads into another small room with two pots standing on a ledge over
    the room. Shoot them down to find only one pick-up: Uzi Clips. The arks on
    either side of the room have no purpose, so continue down the passage.
    
    Follow the passage leadin even more vertically downwards. There's a pot
    here which gives you Normal Shotgun Ammo when shot at. Take out a weapon
    and proceed further down carefully for a Black Dog charges. You might see
    it from a distance, but Lara can't and won't target.
    
    Proceed. The place where the doggy was standing has no purpose so head
    into a doorway heading out of this room. Another Black Dog appears. Kill
    it and proceed further still. Drop down throught he gap in the darkened
    floor. From the ground overlooking a little bit submerged corridor, you
    might as well save your game. Drop down into the passage with irregular rock
    outcroppings and sprint past them for Scarabs fall from the ceiling and
    claw at Lara's health as she passes by. There's no need to count them. At
    the other end of the room is a slidable slope which you must jump over, to
    reach a pole which will hang Lara safely out of the beetles' reach.
    
    ROOM WITH MIRRIRS AND LIGHT RAYS Backflip from the pole to land safely in an
    area above the beetles below. Examine the mirrors and the beams of light
    reflected towards a glowing, golden object on top of a coffin in the middle
    of the room. This spells only one more ancient puzzle to solve. The spolier
    as to how to solve it is to deflect all the beams of light so that the item
    on the coffin is not lit up.
    
    There's nothing you can do here now so head into the exit in one of the
    room's corners. There'll be a climbable pole there. Start climbing and two
    Bats flit by. Drop down, draw the weapons and shoot them down. Continue
    climbing on the pole until you reach two openings in two of the above
    surrounding walls. Position Lara correctly and backflip into any one of
    them. One is a small room with two arks in it and nothing else. Jump back
    into the other wall opening which leads into another puzzle room. The
    solid stone gate which lifted upon your arrival drops back down as soon as
    you enter the room.
    
    ROOM WITH THREE COLOURED PIECES AND PADS These figures look similar to the
    ones you played senet with. One is red and the two are green. However, do
    note that the two greens are of different shades. Next, find the pads
    coloured correspondingly to the colour of each of the pieces. If you're
    troubled look at the rough diagram above. Firstly, move the red piece onto
    the red squared pad. (The nearest to it.)
    
    FMV: One of the three rays gets deflected from the coffin.
    
    Then, push one of the two greens at a time through the pushing path to the
    other side of the puzzle. You might save the game if you mix up the pads
    with their respective pieces. Push one of them onto its pad.
    
    FMV: The second of the three rays gets deflected from the coffin.
    
    And lastly, finish off with the third piece in the last remaining slot.
    
    FMV: The last of the three rays gets deflected from the coffin. The coffin
    itself moves to reveal a gap in the floor and the two guarding dogs a little
    above awaken.
    
    Meanwhile, the stone gate has lifted allowing access to the previous room.
    Guided by the hugry howls of the dogs, enter the exitting passage. Jump back
    up onto the pole and slide down. Let go and draw out a weapon to kill the
    two Black Dogs.
    
    ROOM WITH MIRRIRS AND LIGHT RAYS Find the gap that now lays open and drop
    through. Crawl into the low passage and at its end, turn around and drop
    down. At the end, head into a room to end the level.
    
    LOSING THE SENET GAME Having lost to Semerkhet, head back down to the base
    area where the playing board lies. In the floor around it will have opened
    four(4) trapdoors each leading into a different direction, or so it seems.
    Find all four. The ones around the base of the board (the thinner end where
    the pieces vanished) join up below the floor. The other two at the wide
    part of the senet board lead into another underground separate passage.
    
    I advise you took any of the two openings at the base of the giant board
    since those two lead to a secret and therefore, goodies. But, the outcome
    of either of the two paths you take is the same although the one I suggest
    seems to be easier in its own respects.
    
    UNDERGROUND NETWORK OF SLIDING PASSAGES Drop down through any opening in
    the floor. Step forward, onto the clearly slideable floor, which at its end,
    empties onto another slide. Continue sliding but do not jump forward at its
    end as the misleading ledge above is quite out of reach and the cost is
    health. Now you should be sliding down on the third slide so far. If you
    took either of the two openings I indicated earlier, at the end of this
    steep ramp should be a wall opening. If you failed to listen to me, this
    opening won't exist and you'll continue sliding.
    
    Jump into the safe opening to reach Secret #33. Instead of sliding down the
    pole you can speedily safety jump to the room below. Shoot down the pots to
    unveil Wideshot Shotgun Ammo and a Small Med Pack. Do not miss the Uzi Clips
    lying discreetly on the floor. Head back up the pole and exit this secretive
    area back onto the slides.
    Eitherway, you'll be sliding towards the same thing: a pole erected at the
    very bottom of these slides. Make sure Lara grabs onto it (might be easier
    if you position her to slide down in the center of the ramp) or you might
    risk a large, sometimes lethal, drop.
    
    Slide down the pole and backflip whence Lara's back faces any of the ledges
    overlooking the fall where the pole stands for there'll be Uzi Clips and a
    Small Med Pack. If you took the other path, without the secret, you'll be
    met with Poison Crossbow Ammo and Normal Shotgun Ammo.
    
    After having picked up the items respectively, continue sliding down the pole
    and enter a large area.
    
    Note: From here on, the puzzles to be met will be described in the order of
    entering the giant room.
    
    TALL, MASSIVE AREA WITH TWO DANGLING ROPES AND TWO GATES As soon as you
    arrive, a Bat attacks. Now, whether you're on either side of this room, you
    can still access the other side and its pick ups, together with another Bat
    which only flutters in that area. The outcome of you doing anything in the
    wrong order here is irrelevant. However, the order in which I list the
    things you've got to do here is the one if you followed the slides with
    the secret room.
    
    Enter the passage in the wall opposite the pole, past a small room with a
    blazing torch mounted on the wall and into a new, smaller room.
    
    SMALL, FLAT ROOM WITH A SET OF RAISED MALLETS, LEVER AND PLAYING PIECE Examine
    the room and you might as well pull the lever to see what it does. The two
    raised mallet-like structures collide above the nearby floor. Hmmm. Run past
    them, don't be afraid: they won't crash down, and find the pullable playing
    piece at the end of a narrow corridor. Drag it across the floor backwards
    until it rests on the spot where the two mallets collide. Leave it there and
    pull the lever again.
    
    FMV: The two mallets drop and collide, completely shattering the playing
    piece.
    
    Pick up the artifact that now lays where the piece stood. That is the
    Kartouche Piece 1 as you'll see in your Inventory. It is broken in half and
    that should suggest something.
    
    Exit the room and return back to the previous area
    
    TALL, MASSIVE AREA WITH TWO DANGLING ROPES AND TWO GATES The next thing
    you'll have to do is find the corresponding piece to the one you found. So,
    it'll then most probably be hidden somewhere on the other side of this room.
    To do so, jump and grab onto the nearest rope. Something else you can obtain
    around here is Secret #34.To access it, you'll have to land on that flat area
    surrounded by slippery limestone ramps in the opposite wall of the room. To
    do so, either use the rope to swing across or take a running jump from either
    of the pole bases. Force the two red doors open and enter. Collect the
    Crossbow Explosive Ammo and nearby Small Med Pack. Exit and drop safely to
    the cobbled base below.
    
    The next step is finding the second Cartouche Piece. If you're following this
    guide, you'll have to look for it in the opposite side of the room (the one
    with the ladder leading to the ground floor.) So, from the cobbled base,
    climb up the ladder to the very top where a Bat stirrs from its quarters.
    Shoot it down and if you haven't accessed this part yet, climb up the pole to
    claim the goodies from the alternative non-Secret path. These are a box of
    Normal Shotgun Ammo and a quiver of Crossbow Poison Ammo. Drop back down to
    the pole's base.
    
    Drop down to the rectangular grey balcony below (or climb down the ladder
    and shift across the left corner if you didn't bother to reach the pole) and
    find the narrow slit in the wall nearby. Climb in and crawl down the long
    passage. At the end, a greenish-blue light greets you in a new puzzle chamber.
    
    SECOND RAISED MALLET ROOM WITH PLAYING PIECE AND RAISED WALKWAY This looks
    simplistic, as long as you don't explore beneath the walkway. Don't glance
    down and instead, jump onto the walkway and drag the golden playing piece
    across the raised structure to where it is directly in the way of the
    stationary mallets. When this is accomplished, jump out of the way
    (preferably backwards) as the stone mallets come crashing down. The piece
    shatters, as before, and reveals the Kartouche Piece 2.
    
    Now, if you have the time you can explore below to find out what those
    inhuman howls and metallic grindings are. There are actually two Black Dogs
    down there which can easily be gunned down. As it turns out, there are no
    metallic traps nearby. Instead, there's a small side-room containing two
    funerary urns. Shoot down the brittle artwork and claim the Small Med Pack
    and box of Normal Shotgun Shells. Nothing more to do, so return via the long
    crawling passage to the main giant room.
    
    Clamber onto the stone ladder and traverse around the corner to the right.
    Descend to the cobbled base. In your Inventory, you have the chance to
    combine the two cartouche pieces to form the Ba Cartouche. Place it in the
    slot with the golden rays next to the stone gate guarded by those grey
    blocks. Doing so, opens the near gate and releases two hungry Black Dogs.
    
    LONG ROOM WITH WALKWAY, RAISED LEVER AND BURNING FIRES Before you explore,
    remember you'll need stealth. The area, upon discovering, clearly outlines
    another puzzle. This time, blazing fires have been lit to obstruct your
    raiding. Avoid the area with the fires for now, just inspect the moveable
    playing piece far beyond. Cover the walkway to the other side and stop
    when you reach the end. Find the lever mounted on the opposite wall and
    take a running jump to force Lara to grab hold and pull it down with her
    weight. Then, Lara will lose hold and fall back down onto a slippery ramp.
    On flat ground roll, and off you go. Run around the pillar and sprint
    towards any of the two poles at the other end of the passage. These are
    respectively in two pools of water (which can be used as extinguishers if
    Lara finds herself burning later on.) Speedily climb up, backflip and grab
    hold onto the golden playing piece. Pull the heavy load across the
    walkway (whose flames have temporarily stopped since you pulled down the
    lever.) You'll have to place it yet again in between the two stone
    mallets. If you did the aforementioned ordeal quickly, you shouldn't
    worry about the flames suddenly coming to light and ambushing your
    attempt. If you missed the lever, forget returning to the above quarters
    via the flame track. Instead, crawl into the dark passage nearby. Doing
    so, unlocks a trapdoor. Climb the ladder and emerge in the cobbled central
    area.
    
    Tip: If, for some reason, you did not manage to reach the playing piece
    fast enough do not lose hope. Drag it as much as you can across the tiled
    walkway before the flames re-emerge. Then, restart the timed puzzle by
    pulling down the hoisted lever again. You will know when the flames are
    about to alight when a little time about fifteen(15) seconds after the
    mysterious tune ends. Second time around though, there is no tune.
    
    Placing the playing piece in the midst of the two mallets releases them.
    Backflip from the piece to avoid the stone mallets and the possibility
    of the fire beneath Lara's feet lighting up. Safely collect the Ra Cartouche.
    
    Return to the cobbled main room. Place the gold-decorated artifact in the
    other receptacle across the room. The second pair of gates open up.
    
    LONG, ELABORATE STAIRCASE Walk through the massive doorway. Thankfully, no
    dogs arrive this time around... You can put back your weapons for now.
    
    LARGE DUNGEON WITH FLAMING PEDESTAL, DANGLING ROPES AND FIERY SPIRIT Observe
    the gliding Fiery Spirit come nearer as you enter (drop) into the room.
    
    Fiery Spirits: To cut the rounds of echoing gunfire- it can't be killed by
    physical forces. Instead, it'll follow you around, lapping at your health
    every so often if you get too close. Or, it can inflammate you if you remain
    stationary in one place for too long. Tool of bugginess, indeed. Don't
    explore for now- you'll lose health to him. Follow this guide for a direct
    way to outrace and kill it- before finally getting a chance to explore.
    
    From the raised entrance through which you came, perform a running jump and
    aim for that dark grey ramp to the right of the central fire and dangling
    ropes. Run and climb onto the balcony overlooking the chamber.
    
    Speedily head into the tunnel and drop down at the end. At the bottom,
    sprint towards that rusty lever in the middle of the new room you're facing.
    Come up next to it and trigger it.
    
    The square block which stood up front turns out to be a hollow box, as an
    Icy Spirit flies out, attacks its fiery cousin and both destroy each other.
    Take a second to wipe the sweat off your forehead and beging exploring!
    
    Find each of the two Small Med Packs found in the spaces between the columns
    in opposite sides of the room. There's nothing else to do, so leave. Return
    to the main area and climb onto the staircase tunnel through which you came.
    Once up, turn around and aim a running jump for the first rope there is up
    ahead. Jump and grab it. Slide down to the lowest point, swing and grab
    onto the next rope. The third dangling rope isn't any different so grab hold
    onto that as well.
    
    Now, you should be dangling at the bottom-most quarter of the third rope.
    You'll have to aim for that columned balcony ahead or the empty passageway
    in the wall to the right (very near the tunnel which you went down to
    extinguish the spirit) for there's Secret #35 which awards you the first
    box of Revolver Ammo, Normal Grenadegun Ammo and some Uzi Clips.
    
    To delve further into the adventure, return back to the staircase's end and
    repeat the rope ordeal again (or grab directly onto the third rope from the
    secret region). However, at the third rope, make Lara face the second level
    of the room, instead of the secret area with the balcony. Swing, leap and
    land. Walk across the rafters and encounter the two pesky bats. Finally,
    light up your path as the next part is dark. Jump onto the block with the
    pole and make your way up. When you can backflip on a protruding flat edge
    high above, do so. Observe the inaccessible niche and jump your way to the
    other side of the room. Another pair of bats stir from their miserable
    homes. Enter the poorly lit corridor and walk until you reach the opening
    in the ceiling. At that point, pull up.
    
    From here, you can quickly finish the level by embarking on the path
    starting from the passage in between the granite stones ahead or, find
    another mysterious secret.
    
    Find the wall-mounted lever above the opening in the floor through which you
    emerged, jump and pull it down. A golden cage like the ones you meddled with
    before sprouts out of the ground. Climb atop. Then, walk to any of the
    exposed edges, jump up and grab onto any ledge of the 'attic.' Up there,
    you'll find an Uzi (or clips if you already possess this), a Large Med Pack
    and a quiver of Explosive Crossbow Ammo: Secret #36.
    
    There's still some work to do down there, so if you aren't depressed about
    missing some pick-ups and a couple of secrets, follow the exitting route as
    mentioned above.
    
    Return to the room with the pole. Again, follow the walkways around the
    room (and jump over the gaps) to the flat, protruding landing. Avoid the
    pole for now and find the wall lever mounted on the rock adjacent (left,
    if you're facing the pole.) Pull that to pry the moveable ledge off the
    block's side illustrating the niche you noted earlier.
    Jump onto that, to access whatever may be inside. Reach in, to dislodge a
    Torch.
    
    Spoilers: The torch is needed to light two fixed ones in the wide corridor,
    at the very base which in turn force a trapdoor open nearby.
    
    Because it is needed downstairs, rather than up here in the rafters,
    discard the torch and let it fall to the ground far below, without
    shattering. Remember where you released it, in order to find it easily again.
    That's because you cannot safety drop or descend down a pole with one busy
    limb. Get a hold onto the pole in the center of the room and gradually find a
    way to the bottom floor.
    
    Search for the fallen torch. When at last you've picked it up, head back to
    the main compartment of the area and light it using the already burning fire
    on the pedestal. Return to the unlit torches mounted on the wall and light up
    both of them. A trapdoor behind Lara drops open.
    
    Drop down into the newly opened hole. Follow the dim, long and narrow tunnel.
    Welcome to the whereabouts of Secret #37. At one point, a Passage Blocker
    Trap greets you. The snapping blades which it consists of only eager to tear
    at Lara's tender flesh.
    
    Jump through them, taking as little damage as possible and enter into the
    open tomb. Add up to your arsenal the box of Wideshot Shotgun Shells and
    your first Flash Grenadegun Ammo. Leave the distant Large Med Pack till
    last as Scarabs emerge the moment Lara touches the item. Run from them of
    course. Sprint back to the tunnel and discover trapdoors having opened up
    inside it. Drop down the first and run to its end where you can pull up.
    Climb onto the next high ledge from where you cankiss goodbye to the beetle
    infestation. Thankfully, you missed the blockade as well.
    
    Bug: If you were quick enough, the scarabs would have remained back in the
    tomb and would have not followed you. No bad effects.
    
    All that remains to be done is star clambering all the way back up and
    exitting the level, as indicated earlier.
    
    Side Notes:  Quite a tough nut of a level, eh? Good luck from now on, and be
    ready for more. >;)
    
    There was eight(8) secret lying in wait for you in this level. Together with
    the secrets found on previous levels, you must now have 38, that is, if
    you've collected them all. View them in your Statistics window which can be
    seen if you press "P" on your keyboard.
    
    
    ******************************************************************************
    **                            The Times Exclusive                           **
    ******************************************************************************
                                                                               W46
    Level Number: X
    [NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
    
    Now that you have downloaded the level, (check links available) you'll be
    treated to another helping of raiding the Egyptian tombs. After the short FMV
    introductory sequence, Lara is whisked off to the tomb where the adventure
    begins.
    
    FMV: A quick examination of the room, followed by Lara entering via a set of
    long, slippery ramps. An exciting tune plays.
    
    CHAMBER WITH SLIPPERY RAMPS AND TUNNEL GUARDED BY TWO STATUES Once Lara's
    landed onto flat land, look around. Don't head down the passage yet, but
    instead enter the darkened side-route. You'll reach a dead end, but look
    upwards. Climb up onto the overhead ledge and proceed by crawling. Emerge
    back in the main chamber and jump up and grab the top edge of the pillar.
    
    Repeat several times, to finally arrive in a new external passage. This is
    Secret #1 which awards you with a Shotgun and a box of Wideshot Shotgun
    Ammo. Return back to the base and head into the narrow, and steep passage
    guarded by the two decorated statues.
    
    ELONGATED ROOM WITH THICK COLUMNS AND BURNING TORCHES As soon as you enter,
    out of the shadows emerge Red Scorpions and a handful at it too. Clear the
    coast before exitting through the passage at the far end.
    
    CHAMBER WITH DEPRESSION, COLUMNS AND TWO STATUES Not much, but an interesting
    addition to the overall design of the level. Don't miss the Flares and Small
    Med Pack at the bottom of the depression crossing the floor. Exit through the
    tunnel guarded by the two satues.
    
    SMALL CHAMBER WITH STAIRCASE AND GOLDEN COFFINS Beware, for as you cover the
    steep staircase, a spiked ball descends from behind. Lethal, so remember to
    jump clear away from that. On the sides, between the golden coffins, you'll
    find some very usable Wideshot Shogtun Ammo and Uzi Clips. You can access
    these by grabbing the ledge and traversing to where you can pull up.
    
    ROOM WITH STATIONARY SPIKED BALL AND DOORWAYS The ball which threatened
    Lara's life is now safely stationed up ahead. Examine the off-coloured square
    on the tiled floor. Head into the open doorway to the right.
    
    TREASURE CHAMBER As you near the end of the long tunnel, notice the two dog
    statues facing each other at the entrance. They spell danger. For now, head
    upwards along the staircase to where the treasure is littered onto the
    ground. Pity you cannot collect the pieces of gold. Around the walls of the
    staircase, you'll find a free suply of Normal Crossbow Ammo, a Small Med Pack
    and a Large Med Pack, and lastly, Wideshot Shotgun Ammo.
    
    Find the solid gold urn situated just ahead of the passage bearing the shells
    and large health pack. This can be pulled and pushed two squares where it
    should be made to rest above an inscription etched into the floor.
    
    FMV: A tilting view of the ROOM WITH STATIONARY SPIKED BALL AND DOORWAYS, this
    time, including a distinctive block. The FMV continues to Lara's position,
    where she is attacked by reincarnated dogs (which were actually the statues.)
    
    As soon as you're given the chance, select a weapon, preferably the shotgun,
    to deal with the two Black Dogs. Have no mercy. When the ordeal is over, jump
    up onto the raised walls forming those of the staircase. Shoot the brittle
    lion heads mounted on the walls. Doing so, opens up a side-passage just below
    the great golden statue at the other end of the chamber.
    
    Find it and drop through. Climb the ladder to emerge in a room, overlooking
    the treasure below. This is Secret #2 and it contains the infamous Crosssbow
    and a quiver of Poison Crossbow Ammo. Now, you can return to the ROOM WITH
    STATIONARY SPIKED BALL AND DOORWAYS and gather what moving the urn caused.
    
    ROOM WITH STATIONARY SPIKED BALL AND DOORWAYS As soon as you enter, a pack of
    three Black Dogs attacks. Find the raised block and jump atop it. Here,
    you'll both be safe from their attacks and have easy targets to exploit. Find
    the narrow gap somewhere in the higher parts of the walls (opposite the
    passage leading to the TREASURE CHAMBER and grab onto that. Pull in, and
    crawl into the ensuing darkness.
    
    DARK TUNNEL WITH COLLAPSED MUMMIES Horrible scenes occur here, in the
    side-passages. Shrgu them off as best as you can and reach the point at which
    the passage continues right.
    
    FMV: A Mummy some distance off into the tunnel wakes up and begins stumbling
    towards Lara.
    
    You won't be able to destroy the creature, or its two Mummy friends behind,
    in the darkness, so simply evade by leaping over it and escaping into the room
    from where light filters in.
    
    HALF-FLOODED COLOSSAL CHAMBER WITH A ROCKING FUNERARY BOAT Pull out a weapon
    from your Invenotry as soon as you escape the clutches of the staggering
    undeads. Approach the water's edge.
    
    FMV: A pair of Nile Crocodiles activates in the crystal-clear depths.
    
    Get rid of the pair as soon as possible, and avoid hesitation, as the
    beasties will eventually slither onto the solid floor and snap at Lara's
    ankles. The two brittle urns nearby can be shot, to shatter and reveal
    nothing but air, and a Revolver!
    
    Make double sure none are in the water, after finishing off another couple
    of Nile Crocodiles which arrive from the far shore. Then, dive into the
    cool waters and find the metallic lever protruding from the underwater
    ceiling (which is actually below the solid ground you tackled the crocs
    from.) This lifts a barred grate from the opening of a passage on the
    opposite shore. Swim in that direction, and ascend from the water. Proceed
    into the now open tunnel and down the winding stairs.
    
    Floor Grates: As the narow passageway emerges into a brightly-lit room,
    notice the grate embedded into the floor. There's space below it- enough to
    trap any horde of miniature nasties that may follow Lara. These'll reappear
    futher into the level and are invaluable to the survivor, as you will soon
    see...
    
    SMALL CHAMBER WITH A GOLDEN URN, CHESTS TORCHES AND POTS Upon your arrival,
    you'll be immediately struck by the abundance of breakable pots. There are
    so many, that it's a sheer difficulty to describe their locations in text.
    But, I will list what they contain. On the first level, one contains
    nothing, another some Revolver Ammo, a third holds the invaluable LaserSight
    and the remaining two, populations of Scarabs. Deal with the scarabs in the
    usual manner, as described above.
    
    Note: You must obtain the LaserSight now, for it is the only solution to a
    puzzle up ahead.
    
    In the rafters forming the second level above, you'll find more fanciful
    pots. To access them, grab hold onto the ledge not reached by the flames of
    either of the flaming burners. The two shattered pots will unveil a small,
    rolled-up Small Med Pack and Revolver Ammo. Descend onto the base floor,
    safely.
    
    Pull the moveable urn backwards to unblock the exitting passage ahead. When
    it's clear, escape through it and up the narrow staircase.
    
    DULL CHAMBER WITH STONE PORTALS AND BREAKABLE POTS Not much here, but the
    three pots, which can of course be shattered by humble shots. You'll find
    a box of Revolver Ammo in the first one, and a tin on Flares in the second.
    The third, releases a lowly Red Scorpion.
    
    TOMB WITH LARGE PITFUL OF SAND As you observe the far away ledge, you'll
    soon conclude the gap cannot be jumped across. This is no Indian Jones leap
    of faith either... The base is barren and holds nothing but thick sand and
    a raised block to help you back out of the depression.
    
    If you definitively picked up the LaserSight tool earlier and equipped it to
    either the crossbow or revolver, you'd have a blessworthy tool by now. You'll
    have to aim carefully and destroy both lion heads mounted high up on both
    walls. These will make way for streams of sand issuing from the walls,
    gradually filling up the entire sandpit in seconds.
    
    This will also re-awaken the three Mummies on the other side. As you cross the
    sand-bridge, initiate sprinting mode, for you don't want Lara to get too
    entangled in discussion with the monsters. Run past them, and into the
    passage. Upping the staircase will force a spiked ball to roll from the
    ceiling but you can avoid this, by slinking into the depression to Lara's
    left. (Or, remaining in the company of the mummies.)
    
    FYI: If you did not bother to look behind when the spiked ball rolled down
    the staircase, you wouldn't see it passing through any of the beasts
    staggering in its path. They're impenetrable and feel no damage.
    
    A second spiked ball rolls soon after re-entering the narrow corridor. Avoid
    that as well. Lastly, head up the steep ramps, past a gate hovering open.
    
    ANOTHER, EQUALLY-RICH, TREASURE CHAMBER The gate closes behind Lara's turned
    back. But there's no reason to return, so don't grieve. On a pedestal
    surrounded by more littered gold, is The Gold Mask. This may or may not be
    picked up, as is bears no function. meanwhile, a gate nearby lifts, to reveal
    an exit. 'Tis difficult to leave such treasures behind...
    
    LONG SET OF PASSAGEWAYS AND CORRIDORS Exit into the dimly-lit passage. This
    leads to a more glamorous corridor, decorated with columns. Head up the sheer
    staircase and further still, until hordes of Scarabs invade from the ceiling.
    Without hesitating, run into any of the depressions situated opposite each
    other in the corridor's walls, past the grates set up into the floor. Return,
    only when the coast is fully clear, and none of the insects remain to lap at
    Lara's health.
    
    Nearby, the low ceiling bears a trapdoor panel which can be opened, by
    grabbing the provided holder and letting out heroine's welath force it open.
    When it is, jump up to grab onto the free ledge and pull up. Shrug off, or
    inspect the elaborately-decorated tunnel, for it is the end of the level.
    
    
    
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++               ARTIFACTS & KEY ITEMS               ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               III
    Here is a useful list of all the artifacts and key items Lara will stumble
    upon throughout the game. They're lised in order of appearance and bear a
    short description of their functions.
    
    Some titles may exist as a number of items with the same name and thus, will
    have an (s) for plural added to them. Often, some items will combine to form
    one whole item, with an entirely different name.
    
    ===============
    
    Golden Skull(s)                                                            II1
    ---------------
    These distinctive skulls are scattered all over the first level. All in all,
    they're a total of eight(8) and lie in obvious and not-too-diifcult-to-access
    places. In the level, they're representatives of the eight(8) Secrets also
    found and picking one up will play the familiar enchanting tune.
    
    They are not to be used in any lock or receptacle but will determine the path
    Von Croy follows Lara into close to the end of the level. Going through the
    trek and picking up all Golden Skulls and Secrets will open up a slightly more
    challenging ending path than the one if you failed to hit the eight.
    
    Found in: Angkor Wat
    Used in: Angkor Wat
    
    
    Iris Artifact                                                              II2
    -------------
    Maybe I shouldn't have depicted this but it might matter to you, in case
    you're interested. This is the spinning-shells artifact Lara and the greedy
    Von Croy encounter in the Race for the Iris end-of-level FMV.
    
    In the video, we don't see our heroine collecting it, and there is no function
    for it at all in the game but it is something of curious interest, for it is
    on display in Lara's secret Trophy Room back in Tomb Raider 3.
    
    Found in: Race for the Iris
    Used in: N/A
    
    Eye Piece(s)                                                               II3
    ------------
    This will be the first halved or partitioned artifact you'll encounter. It
    consists of two parts which combine to form the Eye of Horus key artifact. You
    won't meet any pains in uncovering both pieces and you should combined them
    in your Inventory ring screen.
    
    Found in: The Tomb of Set
    Used in: The Tomb of Set
    
    Eye of Horus                                                               II4
    ------------
    A key artifact formed after combining the two Eye Pieces (see above) in your
    Inventory. It is used only once in the given slot, residing in the center of
    a massive granite block. When used, the block gives way for further
    exploration into the cave system.
    
    Found in: The Tomb of Set
    Used in: The Tomb of Set
    
    Timeless Sands                                                             II5
    --------------
    The Timeless Sands are a reward for completing the puzzle in the chamber with
    the light filtering through the scarlet floor. They resemble a small
    hourglass filled with sand, of course.
    
    This item is to be used in another chamber, some way off, where you're
    required to place it between the hands of a statue. This will then open up
    your level's exit by dropping tons of sand in the same chamber.
    
    Found in: The Tomb of Set
    Used in: The Tomb of Set
    
    Hand of Orion                                                              II6
    -------------
    You acquire this in a tricky trap of a spot in the beginning of the Burial
    Chambers level and it is used, some distance off, to conceal a layer of deadly
    spikes onto a walkway you'll need to cross.
    
    While the spikes are dropped, a razor blade commences circling, ironically.
    
    Found in: Burial Chambers
    Used in: Burial Chambers
    
    Amulet of Horus                                                            II7
    ---------------
    Before we begin, lets just say this is THE primary artifact within the game
    that conducts the entire storyline.
    
    When you obtain it, during that cut scene when Lara mounts Set's sarcophagus,
    you're actually releasing the evil god. Bad and unsightly stuff begins to
    happen from now on, until it all boiles down to the end, where this measly
    item (and seal for Set's entombment) continues to play a functioning role.
    
    During the game, the item will shift owners and thus, it will not remain in
    Lara's inventory for ever. It has no key slot but is active during cut scenes
    and FMV sequences.
    
    Found in: Burial Chambers
    Used in: Many places, across the lengths of the game
    
    Golden Serpent                                                             II8
    --------------
    This item is found after entering one of the exits from the cavernous
    area. It is used in conjuction with the Scarab Talisman in a nearby
    area where you'll have to then make Lara fight for her life, after
    using the two separate items together.
    
    When picking up the Golden Serpent, you'll have to fight back some
    enemies, or make a quick exit, so take extreme care.
    
    Found in: Burial Chambers
    Used in: Burial Chambers
    
    Hand of Sirius                                                             II9
    --------------
    Yet another asterial-shaped artifact which is used. It is found in the
    round, circulating room and is part of the puzzle to obtain the Scarab
    Talisman artifact.
    
    Found in: Burial Chambers
    Used in: Burial Chambers
    
    Scarab Talisman                                                            I10
    ---------------
    To acquire this artifact, know that it is somewhere in the cave system,
    close-by to the Golden Serpent item, with which this is used, but NOT
    combined.
    
    It is the end-product, or rather reward, for completing the circular, and
    manually revolving room with ledges and spikes and, as I said, is used
    with the Golden Serpent in another area when Lara will have to make a
    quick escape.
    
    Found in: Burial Chambers
    Used in: Burial Chambers
    
    Ignition Key                                                               I11
    ------------
    Now that you're in the canyon level of the Valley of the Kings, you'll need
    something to start one of those four-wheel-drives. This is the key.
    
    It is obtained by picking up from beside where the carcass of one of the
    robed murderers fell. There are many and you'll have to look around for it, in
    case you're worried it is not found in one place only.
    
    It is then used by Lara, when standing beside any of the two doors of the
    roofless jeep.
    
    Found in : Valley of the Kings
    Used in: Valley of the Kings, KV5
    
    Canopic Jar(s)                                                             I12
    --------------
    These two items are to be found in the Karnak area levels. I will not locate
    their precise locations here as to not spoil your fun. Remember- you won't find
    them in one lone level but you'll need to skip.
    
    In the end, when both are inserted into their slots, the water which covers a
    section of the room's surface, will solidify- giving you access to the area
    on the other side. Magic.
    
    Found in: Temple of Karnak (1st time), Temple of Karnak (2nd time)
    Used in: Temple of Karnak (1st time), Temple of Karnak (2nd time)
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                 DIALOGUES & FMVS                  ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               DDD
    Here, I am listing the scripted dialogues that appear randomly throughout the
    levels, each playing after the completion of a level or act. There are many
    more cut scenes, short views and other minor extras that I will not describe
    because they lack the necessary dialogue or speech, useful to the raider in
    determining the storyline and titbits which may come in handy when solving
    puzzles.
    
    KV5 Enlightment with Jean-Yves                                             DD3
    ------------------------------
    Lara exits the tunnel in a flash of speed, the Saharan sands billowing
    behind her only to be seen by a group of awaiting snipers who empty
    several rounds of gunfire into the jeep but miraculously none into Lara.
    Realizing the gunfire won't affect the speeding Lara, they brandish out a
    heavy duty rocket launcher loaded and ready for use.
    
    Seeing a potential danger, she fires at the aiming assassin, throwing him
    off his feet and dropping the launcher which explodes in the impact before
    being fired, clearing her road to the riverboat moored and about to set off
    which gives her the unique chance to perform an extraordinary leap to her
    saviour.
    
    Having failed to stop Lara the snipers are met with the upcoming Von Croy
    in his chromed limo.
    
    WERNER VON CROY: Fools! The Croft woman has outsmarted you, yah!? And now
                     she escapes...
    FORMER GUIDE: The Amulet, Von Croy, it talks of the priest Semerkhet!
    DISTANT: Semerkhet...
    
    Lara pulls up in front of her friend, Jean-Yves's, workplace.
    
    JEAN-YVES: Ah, bonjour Lara!
    LARA CROFT: Jean-Yves, my faithful friend!
    JEAN-YVES: I see it is not a social visit?
    LARA CROFT: Only if you want Von Croy gatecrashing the party...
    JEAN-YVES: Von Croy...!
    LARA CROFT: I think he was looking for this.
    
    Lara brandishes the Amulet of Horus for Jean-Yves to examine.
    
    JEAN-YVES: The Amulet of Horus: an almost legendary artifact. So, you've
               found and opened the tomb of Set... This doesn't bold well.
               Translating from the Hebrew: "He... who... removes the Amulet
               shall once more release the dark power of Set. And Set
               sayeth. "I am the shadow across the Sun, I am the bringer of
               plagues, my wrath will consume all lands and shall be ceaseless."
    
    Jean-Yves's voice cuts only to be continued by the distant deep voice,
    probably of Semerkhet, the high priest.
    
    DISTANT VOICE: The power to summon the Sun God, Horus, stolen by the evil
                   Set, shall once only be revealed to the bearer of the Amulet
                   within the temple of Semerkhet at Karnak...
    
    We return to eavesdropping the conversation.
    
    JEAN-YVES: The ceremony is complete as the Armour of Horus summons the Sun
               God. The Armour of Horus... At a dig site in Alexandria, my men
               talk fearfully of this.
    LARA CROFT: The armour must also be Von Croy's goal.
    JEAN-YVES: Only one so ignorant of the prophecies would double with such a
               prehistoric evil. Ah, yes! Releasing Set. But how could you have
               known, my dear?
    LARA CROFT: Time to put things right, and remove the thorn in my thigh.
    
    Lara, ready to continue her journeys farewells with Jean-Yves.
    
    
    Hypostyle Briefing                                                         DD4
    ------------------
    Two jeeps come to the sandy dunes where Lara first arrives and inspect the
    crashed vehicle. Von Croy soon follows in his chrome-plated limo, steps out,
    and gruffly orders his men in the jeeps.
    
    WERNER VON CROY: After her!
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                  MISCELLANEOUS                    ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               LLL
    If you're concerned with all the various tidbits around The Last Revelation and
    cannot find them anywhere in the guide, you may find them here. The data
    included cannot fit anywhere else.
    
    The Times Exclusive Level                                                  LL1
    -------------------------
    Remember the tons of treasures and riches screen whenever you Load a new
    Saved Game? Yep, it's situated here, if you were confused as to why it
    was not included in the full The Last Revelation. Almost like Solomon's
    Mine chamber, devoid of all the diamonds and that Gagool.
    
    Soon after the release of Tomb Raider: The Last Revelation, the producers
    arranged with the London Times newspaper to make a joint Tomb Raider level.
    The result, is this: The Times Exclusive Level. It's bascially the same
    gameplay, since the engine is borrowed from The Last Revelation. It is not
    a separate game but rather an extra collector's piece for those TR fans who
    wanted to see more.
    
    No, it does not cost a penny to acquire, as an extra add-on. If you're
    looking for a free and legal running game, this is for you. You can
    doewnload it from the Internet. Here, I am adding one such source, though
    there could be more. This should work, and if it does not, patiently wait
    for updates.
    
    http://www.traider.pl/done.php?Opcja=plik&no=11
    
    Thanks of enormity go to the Polish Tomb Raiders, without who's hosting,
    I wouldn't be playing the level and you wouldn't be directly linked.
    
    The storyline we get introduced to in the pre-New Game FMV is one of
    returnings to the Tombs of Egypt. As if we didn't see enough. ^_^ We
    see what looks like the director of The Times chatting with Lara in
    his office. He informs us that something escaped wide attention when
    Carter and his team uncovered Tutankhamen's Tomb almost a century ago
    leaving a set of chambers unexplored.
    
    Lara ventures into a mysteriously serene archive room of The Times
    where texts and manuscripts of old are stored. It seems no one's been in
    there for a long, long time. She whisks open a great hardback onto a
    dusty table and begins reading.
    
    After having been a tad more enlightened, Lara is taken back to the tombs
    where hers, and our edventure begins.
    
    I will try and add more information, such as a walkthrough perhaps later,
    and in a different section. I'll keep you updated.
    
    Senet Game Manual                                                          LL2
    -----------------
    To look at the rules inscripted on the plate which you picked up, enter the
    Inventory menu and select The Rules of Senet. Choose examine. Here are the
    rules:
    
              "To win the game, get all your pieces off the
                 board by landing them on the first ankh
               square. On your turn spin the sticks. Your
               throw is the number of white sides showing."
    
              "If now white sides show, your throw is a six.
               If you throw a six and land on an ankh square
                 you get an extra turn. If you land on an
               opponent's piece, it is returned to the start."
    
    
    
    Basically, you get four rollers (sticks) on a tool used for the game. On your
    turn, you have to press "Action" right in front of them to make Lara activate
    it. These four rollers are all black on one side, and white on the other.
    Outside, examine the board. There are nineteen(19) white boxes. However, each
    player can move on only sixteen(16) of them. Your pieces are the coloured
    ones (blue, green, red) and the opponent's are the plain ones. On five of
    these white boxes, there is a sign draw into them. This is an ankh. The last
    one (the lone-looking one at the very end) is actually "home" for your pieces
    which means that the object of the game is to get all your pieces there.
    
    However, that is the target for your opponent too, by some amazing reason.
    Heh. So, whoever gets all their pieces there first, wins. Simple? Quite.
    
    After you roll the black-and-white sticks they'll come in a particular
    arrangement. You'll be moving one of your pieces at a time depending on the
    number of whites you got. One white equals to one move and so on. The least
    blacks you get the better. But, and this is a big but, if you hit four(4)
    blacks in a roll. Your chosen piece gets to move six, yes six, spaces.
    
    Another important factor concerning the ankh shapes is that if you land on
    either one during play (of course without the very last, ending, one) you get
    a free turn. For this reason, if you have more than one piece into the area,
    decide which one's better off. If there are any ankhs, go for them.
    
    You might be wondering."OK, I turned the rollers and I got three whites. The
    piece I want to move doesn't even budge!" You get to choose which piece you
    intend to move by placing Lara on each of the coloured pads close by the
    rollers. Each one corresponds to the same colour piece. So after that fellow
    rolled three whites and wants to move the green one to safety, he'd better
    run around the other pads and only step onto the green one. Elementary.
    
    So, you have your pieces in action and so does your opponent. You're on the
    before-last one and only need one white to beat the game and Semerkhet. But,
    he scores a three and moves dangerously towards your very own piece. At first
    it seems that they might fit together on the small spot but poof! your red
    piece disappears in a dazzling flash and reappears back in its starting place.
    All those spins for nothing! Without this edge to the game, there wouldn't be
    competition. He has a right to pull your pieces off the game as much as you
    do. If you get a chance to eliminate him, do so at once or you might be sorry...
    
    It's a natural feeling that you have to win at all times, at all costs.
    Everyone has it. And, so does your opponent, the mighty Semerkhet and his
    "psychic" powers. If you understood the mechanics of the game, you might get
    ahead of him quite early. But, he always has his luck to help him out to stop
    you from getting that last little nudge to push your last piece into victory.
    This might be very frustrating. The game seems to work out better for him than
    for you and you are obliged to play it. However, you can always turn the tables
    around and kick him at his own little game.
    
    As good as it seems that you won, there's a nasty twist to winning here.
    After battling with him, two paths through the level are opened depending
    on whether you won or lost to him. If you won, you'll miss Secrets and their
    valuable gifts. So, if you're collecting them all, you'd better let him win.
    He even builds his tombs in such a way that you give up the game to him and
    let him win. Bad boy! Nevertheless, this battle's entertaining.
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                      HISTORY                      ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               HHH
    If interested, you might be surprised to know that this piece of text was
    begun somewhere in Spring 2001. Yes, I have bided my time with actually
    posting and completing it but was in the meantime busy and in need of money
    to actually buy my own domain and host my walkthroughs as I personally view
    them in HTML format with full-colour images and all extravagant accessories
    about the text to make it more easily readable and printer-friendly.
    
    However, I was unable to and so I finally decided to host what I already have
    onto GameFAQs (and IT CAN ONLY BE VIEWED FROM GAMEFAQS!!! otherwise, it's
    illegally viewed) as a chance for my work to finally see the light of day and
    help out fellow Raiders in need. I have not dropped my vow to one day upload
    all my Tomb Raider data- but that will come with money, and therefore, time.
    
    December 2003- I Copy + Pasted as carefully as I could all my written Tomb
    Raider: The Last Revelation data onto Notepad format. Nothing much.
    
    24/01/2004- I have made as many corrections as possible to make the text look
    as if it never was accompanied by screenshots, hyperlinks and tables. Also,
    I've formatted my 79 characters per line for CJayC's convenience. (146KBs)
    
    27/01/2004- Over the past couple of days, I have added fixes here and there,
    corrected typos and organized the Contents section, to list all the
    necessary subheadings viewers mayb ne interested in reading. I'm personally
    proud of myself. The Key Items & Artifacts area has just begun to grow and is
    progressing at a fascinating pace. This guide has a great future. (166KBs)
    
    30/01/2004- A vast update, according to my FAQing standards. I have begun
    many sections and everything seems to be progressing. (183 KBs)
    
    31/01/2004- I have worked my sweat off on the task of making a nice ASCII
    banner. I personaly think it looks marvellous. (186KBs)
    
    03/02/2004- Not much but a contribution to the general good looking and
    layout of the guide. (190KBs)
    
    14/02/2004- For Valentine's Day, I have completed The Times Level Exclusive
    walkthrough and have corrected, as well as editted, some parts. (202KBs)
    Oh, and I've broken the 2K mark.
    
    16/02/2004- A great update- one bearing full listing corrections. (No more
    false data in the Contents section) and the Ctrl + F feature available.
    (220KBs)
    
    18/02/2004- Not much, but still, I am content with finalising the Inventory
    chapter. (223KBs)
    
    11/04/2004- Another mini-update providing Win2000 and XP patch FAQs and
    links. Updated to GameFAQs. (228KBs)
    
    11/09/2005- Sadly, I do not have the liberty of both time and resources to
    recommence with the update of this guide, as much as I wished otherwise.
    This has been one of my most masonic gaming tasks and I'm proud of the
    achieved so far. But I will put efforts in the future to continue this. I
    bid you farewell for now.
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                      THANKS                       ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               TTT
    Here I would like to thank those that have contributed to this document to
    being available to you in its best state.
    
    CJayC for maintaining a vast happy empire of a site along with his wife, the
    moderators, maybe a bit of CNET, and the servers behind GAMEFAQS.COM
    
    All of you who contribute to the improvement of this guide.
    
    Notepad+, Micrsoft for Windows98 and Internet Explorer.
    
    Core Design and Eidos Interactive for still surviving and continuing Lara
    Croft's Tomb Raider quest.
    
    Oh, and my Arowana speakers and headphones system as well.
    
    
    
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
       ++++++++++++                                                 ++++++++++++
      ++++++++++++                    COPYRIGHTS                     ++++++++++++
       ++++++++++++                                                 ++++++++++++
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                               ZYZ
    Tomb Raider: The Last Revelation & Lara Croft ()
    & TM 1999 Core Design Limited.
    () & Published 1999 by Eidos Interactive Limited. All Rights Reserved.
    
    This GameFAQs FAQ/Walkthrough is
    Copyright () Pavel N. (Pidgeotto) 1998-2004.
    All rights reserved.
    
    No part of this FAQ can be copied, reproduced, or dispersed via electronic
    means without my written consent. I would like to remind you that I love my
    work along with the time I spend on it so, please, if you want this published
    on your site, kindly email me for my possible consent at paffkabg@hotmail.com
    
    This can ONLY be viewed from GameFAQs (www.gamefaqs.com) and CheatBook.de
    (www.cheatbook.de) and any other appearances on other guide-hosting sites are
    simply ILLEGAL, unless I have given them permission, in which case I will
    include their URL on this publication. Report immediately if the site you're
    viewing this from does not have my authorization.
    
    Thank you for reading, and have a nice day.